Re: Grenadelauncher overpowered?
d(-_-)b wrote:d(-_-)b wrote:If grenade explodes by touch is useless, then how about grenade which has 3 lives?
It gives quite useful defense for shotgun, while tee with grenadelauncher has an upperhand on keeping distance and map control i.e. Is it kind of abusive to take advantage of respawn time and distance in DM? A losing tee often has to fight fresh while a winning tee has a lot of options including scrapping all the resource.
Please comment on my idea instead of some well-known facts =_=
Would be interesting to see it in action though I think it would need changes for other weapons as well. Maybe someone who can do it is interested in making a mod just to test it. BEAR PLEASE
Here some assumptions:
Shotgun: It can pretty easily defy grenade spam but it would make shotgun even stronger and Teeworlds would lose the depth of Grenade as zoning tool. --> Interesting but I do not really like shotgun to be even stronger.
Pistol: It would be stronger way beyond the power it should have as a default weapon. You can easily kill grenades making it nearly useless. --> Probably too strong for a default weapon.
Grenade: Well it's demise can also be useful as you try to use it to block damage which would be especially good for Laser or if you run away as attacker blocking some pistol spam. --> Interesting as well for me.
Laser: NERF IT'S ARMOR PEN. SERIOUSLY.
Hammer: ???
Conclusion: I think attackers would have too easy of a time as they can prevent the zoning from grenade on the way to flag while blocking damage on the way to capture it.
Nice, you noticed that grenade with hp can act as shield(grenade shield), which I am not fully aware of. That's why I doubt that the change makes attacker stronger and strengthen other weapons, I think it makes the game overall interesting. A mod is seriously required for experiments, grenade shield may tune up to 5hp each.
Pistol alone is not stronger: Tee with grenadelauncher has advantage on map control and "distance control". In mid to long distance, pistol is THE WEAPON to inflict damage. In other words, tee with grenadelauncher wants to watch or avoid pistol to preserve health. With grenade shield, 3hp each, I guess it would be pretty good to get an average of 5 pistols to destroy a grenade. But Pistol also has to charge, if I shield with 2 grenades, how many pistols would you shoot to destroy them? 6, 10 or 12? I think it is quite a fair trade for tee with grenadelauncher to preserve health, and it means attacking would not be easier or maybe even harder than before.
Shotgun will shine: First of all, shotgun is not impressive for me. Laser can bounce, grenade can jump. Even pistol (and grenade) can be used strategically to clean or block path(s) because of its limited speed and long range. On the other hand, to use a shotgun is to aim and shoot toward the center of tee the best you can, that's all. That's why mid-level players spam grenades, because they depended on this weapon, it is not just grenade jump and grenade spam. When it comes to close range, grenade can knock back and has +1 damage, an offensive strategy if health/death doesn't matter. In all, it is (too) convenient for those who cant switch weapon well. If we have grenade shield, then shotgun becomes THE WEAPON to defend yourself with. I think it would be really nice.
Pistol+shotgun maybe too strong: A few pistols followed by shotgun, not only it can destroy a grenade easily in mid-range but also possible to destroy 2 grenade at the same time. Here is where the 5hp shield comes in. I can't comment more unless there is some action.
Laser maybe adjusted: Laser is THE WEAPON to fight off players with grenadelauncher, players with better movement (only) cannot abuse the game too much. So, for grenade to become a shield at all, I guess it is necessary for laser to be able to shoot through the grenade regardless how many grenades it shoots. But it is too early to say, hope to see some action.
Hammer: :3
Some other topic:
Why is ninja the worst balanced weapon ever? You could tune down it's damage shorten it's range and give it some charges and make it switchable. Would be a super neat offensive tool which fills a unfilled role and give attackers a little bit to come through the grenade spam without having to buff/nerf the other weapons. It really seems like it could be some nice playmaking weapon that is practically there but either useless(so easily kiteable) or op(too much damage and movement) and therefore disabled at pro scene.
Agree.