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Amount of riflenaders

World War II-based first-person shooter.

Amount of riflenaders

Postby Achilleus » Mon Jun 20, 2011 12:50 am

As i've seen the new NQ mod 1.2.9 has made some alterations to some settings involving the amount of weapons that can be used.
One of the alterations that really annoys and brings down the quality of the game and the sheer will to play and have fun, is that the riflenaders are'nt limited. When I see my team spawn (as i watched them on Oasis today), I counted at least 5 riflenaders at one time. And the reason imho was that the axis were holding us back, but they also had somewhat 4-5 riflenaders in their team and that was enough for it. I'm not worried about my stats or anything, but out of all of my deaths, half were made by the riflenaders. It just does'nt give a lot of chance to have some good old lasting shootout with the enemy. (This is getting too long, but just wanted to say it all)
Hence the question now: Could we have the amount of riflenaders per team lowered to max 2-3 pls? Would prefer 2 myself :)
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Re: Amount of riflenaders

Postby Confector » Mon Jun 20, 2011 2:19 am

I totally agree with you. Limiting the number to 2 would be just perfect.
It's not only the engineers who just use the riflenader do not do the objective part AND shoot at an enemy wether there is or is not a friendly player. So, most of teamkills occur with riflegrenade.

Just my 2 cents.
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Re: Amount of riflenaders

Postby Timothy » Mon Jun 20, 2011 7:02 am

Agree (maximum 3, would agree on 2 though). I hope people will only use it for good use, and not just for getting kills - after all it should be used as a weapon to take down multiple people, not to take people down on close range or in mid-fight...

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Re: Amount of riflenaders

Postby Sis » Mon Jun 20, 2011 9:01 am

I also agree, when i last time was playing oasis i also get shot by riflenades all the time there were atleast 5 in the other team that's too much..
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Re: Amount of riflenaders

Postby 4AceS » Mon Jun 20, 2011 9:34 am

isn't it rather a problem that they do too much damage?
personally I think they increased the size of the grenade blast in total

already a few times I was pretty sure to be far enough from a grenade that I still exploded with it... okey you can misjudge and normally get some damage but beeing totally wrong on an impact is pretty new :)

might also still be the new config that I need to get used some fov changed a little bit so that might give wrong conclusions too.

but well dunno limiting riflenades is always a good thing :D


mm another thing is the flamer that range has increased too on that I'm pretty sure and other people have noticed it too...

(but wel I dont mind much just saying :) )

(on the previous patch I never ever used flamer and lately I always take up the flamer if I see one laying arround there must be some reason :D)

(same with artillery)
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Re: Amount of riflenaders

Postby Timothy » Mon Jun 20, 2011 9:43 am

Artillery has it's bugs now IMO, at least when it's hitting for the first time. Sometimes I'm able to hear the falling sound and it's impact, but it doesn't do any damage :p The flamethrower has changed for the better, I always thought it was doing almost no damage.

The K43 and Garand have indeed been changed somewhere between NoQuarter 1.2.3 and NoQuarter 1.2.9, though I'm not sure whether the nades have been changed. I won't mind those new settings actually.. the spam just gets annoying sometimes :p Maybe it has something to do with discipline, in a war you do not see 5+ riflenaders on a 18 man team either; this will force some more balance too.

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Re: Amount of riflenaders

Postby 4AceS » Mon Jun 20, 2011 9:47 am

hehe in a real war you dont see rambo medics ether :D
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Re: Amount of riflenaders

Postby GunneR » Mon Jun 20, 2011 11:26 am

Agree for limit to 2 rifle nade;D
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Re: Amount of riflenaders

Postby fUNky-MoNk » Mon Jun 20, 2011 12:53 pm

limit to 2-3, nah... 4-5 could be appropriate.

imo people have always and will keep on whining about weapons, which weapon it is depends on perspective, whether you're a rambo med or engi or whatever.
I dont personally have a problem with the status quo as it is, dying in inevitable in this game 8) get used to it.
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Re: Amount of riflenaders

Postby Confector » Mon Jun 20, 2011 1:37 pm

fUNky-MoNk wrote:limit to 2-3, nah... 4-5 could be appropriate.

imo people have always and will keep on whining about weapons, which weapon it is depends on perspective, whether you're a rambo med or engi or whatever.
I dont personally have a problem with the status quo as it is, dying in inevitable in this game 8) get used to it.

Getting killed by an enemy isn't the worst thing, It's part of the game and I don't mind, as I play for fun, not for the stats.
But when it comes to teammates who try to get the most kills, they do everything they can, including teamkilling. And that's the part which doesn't satisfy. :)
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Re: Amount of riflenaders

Postby Achilleus » Mon Jun 20, 2011 1:58 pm

Hmm, i don't consider it whining also, just some players have pointed out that it's an issue and I thought I would at least consider it on the forum. Should'ved posted in the first one that it's not whining, but just a recommendation. Different people, different perspectives, thats all. hehe :D ( btw, this is me posting a lot on the forum, how awesome is that)
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Re: Amount of riflenaders

Postby fUNky-MoNk » Mon Jun 20, 2011 6:58 pm

To make it clear, I wasnt referring to people replying in this topic, when I used the word "whining", but to something that can be heard on server on regular basis... :)
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Re: Amount of riflenaders

Postby Fight4Fun » Mon Jun 20, 2011 7:03 pm

About riflenades before update to 1.2.9. : I felt kinda frustrating, they were powerless, like a fireworks..
Now they are what they use to be =)
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Re: Amount of riflenaders

Postby gast128 » Mon Jun 20, 2011 7:26 pm

Well my only advice is to take a rnade yourself. The rnade doesn't bother me that much being a noob flamer myself...
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Re: Amount of riflenaders

Postby GhostRider » Mon Jun 20, 2011 7:38 pm

VWOer wrote:Artillery has it's bugs now IMO, at least when it's hitting for the first time. Sometimes I'm able to hear the falling sound and it's impact, but it doesn't do any damage :p The flamethrower has changed for the better, I always thought it was doing almost no damage.

not sure but wasn't it like before too ? it's like warning shot =D
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