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Official NW Roleplay Community NWRP.eu
STEAM GROUP
Official NW Roleplay Community NWRP.eu
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Ireland 30 Apr, 2016 @ 8:27am
NRP - Grenades: Yes or No?
Since the past days a lot of you have been saying that Grenades are not as good as we expected and they can sometimes kill the game on itself, so here is the place where you can give reasons behind of your opinions so you can help us decide what's best for NWRP, your votes on this poll: http://www.strawpoll.me/10090455 will be decisive on the decision that is taken.

Thanks and feel free to share your opinions :)
Last edited by Emil; 23 Aug, 2019 @ 4:09am
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Showing 1-15 of 137 comments
Burlap 1 May, 2016 @ 2:58am 
If they aren't voted to be removed can you make it 1 grenade per person? The grenade spam is retarded
Originally posted by Doer:
If they aren't voted to be removed can you make it 1 grenade per person? The grenade spam is retarded
I agree.
Iskrax 1 May, 2016 @ 10:54am 
Originally posted by Doer:
If they aren't voted to be removed can you make it 1 grenade per person? The grenade spam is retarded

3 grenades are better
NWRP.eu 1 May, 2016 @ 12:32pm 
Originally posted by Iskrax:
Originally posted by Doer:
If they aren't voted to be removed can you make it 1 grenade per person? The grenade spam is retarded

3 grenades are better
I agree. ~3 grenades would force the grenadiers to conserve them without trolling with the first couple.

Grenades aren't as easy to get kills with as people think. You have to be tactical and throw them in the right moment and right area before people goes there/people stays there. There are obviously going to be causulties if the grenade is thrown in the middle of a large group, but it's easy to tackle if it's thrown against one/two person(s). You're more likely to suicide by the blast than getting some kills in close combat.

But it's a bit unfortunate that grenades can't be disabled without disabling the Foot Guard too.
Digital Salad 2 May, 2016 @ 5:59am 
Grenades will take some getting used to for a lot of people I think. Personally, I think 6 is a few too many, but ~3 would be ideal.

Grenades aren't an insta win, even if used well, unlike say artillery when used properly (some awesome guys on artillery pretty much single handled win rounds). I also like that they force people to stop camping so much, which is always gonna be a problem when players have 1 life per round.
Iskrax 2 May, 2016 @ 10:04am 
yea, now camping became less popular, I mean people actually do not camp after we added grenades!
http://www.strawpoll.me/10090455/r If Im aware the poll ended in favor of removing grenades. But if you wont remove them, I suggest you replace one of the sailor subtypes and bring back foot guards as they were. Or just give them to sappers, would overall make more sense than FGs. Grenade number Id say about 2-3 max, as they are they are basically highly spammable, instakilling, area of effect overkilled weapons which I saw used more for trolling teammates than actual combat. And I miss footguards. :)
Burlap 3 May, 2016 @ 2:45am 
Originally posted by Iskrax:
yea, now camping became less popular, I mean people actually do not camp after we added grenades!

Yeah but this isn't a good thing, especially when people form firing lines to shoot the enemy in a volley and get killed by one rambo with a grenade. It ruins the RP immersion and basically turns everyone into rambo skirmishers.

Also, grenades weren't really used in the Napoleonic Wars except for during naval battles and it's the reason there aren't grenades in the game in the first place.
Ireland 3 May, 2016 @ 6:09am 
Originally posted by ☣Crossman☣†SIN†:
http://www.strawpoll.me/10090455/r If Im aware the poll ended in favor of removing grenades. But if you wont remove them, I suggest you replace one of the sailor subtypes and bring back foot guards as they were. Or just give them to sappers, would overall make more sense than FGs. Grenade number Id say about 2-3 max, as they are they are basically highly spammable, instakilling, area of effect overkilled weapons which I saw used more for trolling teammates than actual combat. And I miss footguards. :)

Like, poll hasnt ended yet, so the decision hasnt been made yet, we want to have a reasonable amount of votes to be able to choose the best for NWRP.
Originally posted by ☣Crossman☣†SIN†:
http://www.strawpoll.me/10090455/r If Im aware the poll ended in favor of removing grenades. But if you wont remove them, I suggest you replace one of the sailor subtypes and bring back foot guards as they were. Or just give them to sappers, would overall make more sense than FGs. Grenade number Id say about 2-3 max, as they are they are basically highly spammable, instakilling, area of effect overkilled weapons which I saw used more for trolling teammates than actual combat. And I miss footguards. :)
Good ideas.
Iskrax 4 May, 2016 @ 11:21am 
or as someone mentioned, 1 musket + 2 granades; remove sword is fine too!
Burlap 4 May, 2016 @ 11:41am 
Originally posted by Iskrax:
or as someone mentioned, 1 musket + 2 granades; remove sword is fine too!

I would be fine with this personally as a compromise, but also I like the idea of only giving sailors grenades as Crossman mentioned because grenades were only really used during naval battles in the napoleonic era as grenadiers stopped using them.

I also miss using the foot guard class properly, and I think sailor is a good compromise because nobody really uses that class unless it's naval anyways.

Also I just realized that the light infantry ensign / rifles sgt spawn with a 'scapel' that instantly heals people and this is also pretty retarded because healing from a bullet or shrapnel wound in the 1800s required days if not weeks and in most cases required amputation to avoid infection and it would be nice if we had ensigns and sergeants back for those classes

And is there a deadline for the poll set?
Last edited by Burlap; 4 May, 2016 @ 11:44am
Iskrax 4 May, 2016 @ 11:44am 
if we give sailors granades, naval RP is impossible, ships would be bombarded instantly. -1 roleplay is not good for our server.


Footguards are just like other line inf class, they just have cooler uniform. Nobody forbids you to pick up musket and play.

Medics are cool, this is not real life.
Burlap 4 May, 2016 @ 11:52am 
Maybe you can work something in where the admins can disable grenades on the server without limiting the classes during naval, or make the ships unsinkable or something? You guys seem to be able to do this with other stuff

Quite honestly I've never seen anybody use the medic class and actually be useful with it, I don't care about it too much but in my opinion it's not worth removing the ensign and sgt roles which are at times critical during battle RP to delegate authority when the officer dies
Last edited by Burlap; 4 May, 2016 @ 11:53am
Iskrax 4 May, 2016 @ 12:15pm 
I have seen more medics than light inf/riflemen sergeant. Never see them, nobody picks them. Atleast medic is 1 per team and I see this class taken always.

We discussed in admin meeting, in next days we are getting new scripts. Footguards will have 1 musket, sabre and 1 grenade. Officer will have 3 grenades. That's it for now.
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