Possible Grenade Change?!

Should we test that at some point?


  • Total voters
    34
The new nades are kinda op tbh, we played lms yesterday and zm never had a chance to get a single human, as long as we had those nades, means zm cant use the grenade push for themself. The only round i saw a failnade was when a human was behind all the zm and throwed his nade, that actually launched the zm forward. So for me the nades are kinda op, and since most maps are more human than zm friendly i would like to change those nades again. #justmy2cents

I agree on lms they were op. I still think they are less op than the current fire nades, just because the fire feels like it lasts for ages, and on lms it seemed I could dodge most of the impact of the push nade just by moving a decent distance away, whereas with fire nades if you go anywhere near the explosion you are caught on fire.
 
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The new nades are kinda op tbh, we played lms yesterday and zm never had a chance to get a single human, as long as we had those nades, means zm cant use the grenade push for themself. The only round i saw a failnade was when a human was behind all the zm and throwed his nade, that actually launched the zm forward. So for me the nades are kinda op, and since most maps are more human than zm friendly i would like to change those nades again. #justmy2cents

Those nades don't work with low airacceleration as I would think, since zombies cannot utilize the boost in any way otherwise. The problem is, raising the airacceleration to high value will tip the balance on many maps and many good bhoppers would be able to abuse this way too hard.
 
The new nades are kinda op tbh, we played lms yesterday and zm never had a chance to get a single human, as long as we had those nades, means zm cant use the grenade push for themself. The only round i saw a failnade was when a human was behind all the zm and throwed his nade, that actually launched the zm forward. So for me the nades are kinda op, and since most maps are more human than zm friendly i would like to change those nades again. #justmy2cents
Yeah I had the same feeling last evening and I already nerfed them. It did not matter how far the zombie was away from the explosion, he always got the full strength of the push. Now the push scales with the distance to the explosion. So if you hit a ZM directly he gets pretty much the same push, but the farer the ZM is away from the explosion the weaker the push is.

Code:
fDistanceScalingFactor = 1.0 - ((1.0/fMaxNadeRange) * fDistanceToExplosion);

I2O2rGF.png
 
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I really like those nades but tbh in some maps (like hsc,gris,gargantua etc ... ) where there is no items it becomes really hard to defend. fire nades are really important to slow down zombies for example if you are the last guy running a fire nade gives you a better chance to survive than a push nade in case no one defended you i suggest to add fire nades back to long hold maps with no items at least . of course we can also reduce burn-time like dogan said and about other maps push nades are really cool so we can keep them.
 
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I really like those nades but tbh in some maps (like hsc,gris,gargantua etc ... ) where there is no items it becomes really hard to defend. fire nades are really important to slow down zombies for example if you are the last guy running a fire nade gives you a better chance to survive than a push nade in case no one defended you i suggest to add fire nades back to long hold maps with no items at least . of course we can also reduce burn-time like dogan said and about other maps push nades are really cool so we can keep them.
Kinda saw that problem coming.
ZM speed of all classes got nerfed by 15. Let's see how this plays out.
 
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Wait wut ?

It was really easy to defend with the new nade, we were all agree during the event.
If you reduce zm speed it will be even more easier to defend against zm
During nade spamming zm werent enable to move at all.

With the fire nade zm were able to move slowly forward and keep the pressure on the human.
 
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zegawa i do agree about the event part but like you said it requires more than just one or two push nades but it only requires one fire nade to block their movement if everyone defends well enough if you look back also you can see that people died when they were running after the bossfight in grau for example because nobody defended them they could protect themselves with just one fire nade on the other hand i can see that push nades are really doing great job with the current zombie speed . after all its just an opinion its all up to techs and i am totally fine with push nades
 
The fact is we're trying to "balance" a bit more the nade to help zm win more often
If we reduce zm speed and keep this nade it will be the same as using fire nade.
It was a bit "hard" during the event because it's totaly new but once ppl will be used to it holding zm with this nade will be very easy, you can make the whole group of zm kb if you use your nade properly
ofc there is some map with tricky part, but what the point of winning a map 4-0 if it's too easy because we nerf zm too much.
 
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I already saw that problem some days ago and just wanted to wait until someone points it out.
The Speed-ZM for example has ridicoulus high movement speed but had 7.5s (LOL) burn time. Without the burn time, the class felt straight up broken to me.
 
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In order to balance arround the different ZM classes I did some changes again. The push is now slightly different, depending on the ZM class.
So the TANK ZM gets pushed the least and the SPEED ZM gets pushed the most.
 
Increased HP Regen Speed of all zombies classes (but nemesis) by 100%

Edit: Forgot to say. You also get a little more HP upon killing humans.
 
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After nerfing the push again a bit 2 days ago I start to feel it might be kinda balanced. Backpaddling and wide open areas became harder without the fire nades, while tight areas and holds became easier. Maybe I will add a cooldown so a zombie can only get pushed by a nade once with 2s or smth.
 
After that Minas Session and talking to the Minas Fags (what shit map gives you unlimited nades anyways xD) I did a huge change again.

The Push now takes into account how much speed you have before the nades hits you. So for example if you are bhopping it will not completly stop you, it will just slow you down a bit.

I know some of you hate the changes so far, some of you love them, but let me play arround with the nades a bit and then one day a vote will come :)


P.S.: I still love you @h4sArD <3
 
These new nades are more op than the fire ones, bring back fire pls :trigger: