Yeah okay i get your point and perhaps we do need some O upgrades. I self play HoF alot in games so thats probably how I came on that conclusion. So what to counter D with then? Because in the end like I said if D can us it then so can O. So you may just be making O stronger with a upgrade but while doing so you will increase D aswell. There is no hiding from it, respawning IS a big advantage that will never go away so instead of making better weapons we should look into making capping easier. But the only qeustion is how?
capping shouldn't be made easier (I dont think that's really possible anyway, unless they add autopilot or something). What I'm saying is perhaps the nades need to be toned down to keep bases from becoming one giant explosion. We may as well have nukes and get it all over with in one shot. It'd be more economical.
Ways nades can be made less spammy:
1. My least favorite idea is reduce the #, however, perhaps keep 5 nades on Sent, 3 on Raider, and 2 on OR. That would reduce the overall number of nades at any given time at a base and introduce the hassle of dropping in on an ammo station sooner if you want more. The reason this is my least favorite is because you'll have reduced nades even when not at a base obviously. But, considering a large majority of the time is spent in either your base or the enemy base where there are ammo stations, it wouldn't be too bad. It would make people be smarter with their nades rather than just popping them out every chance they get in hopes of doing extra splash damage.
Of course, this is really only a problem on small base maps like nivo and moon. So, map design could cure this quite well. However, if you base map design off of one thing, then, you're reducing the pool of designs to pick from when making new maps.
2. Increase fuse time. This would allow for the same amount of nades, thus, more combo fun, while at the same time, make it easier to get away from if they are being spammed. Essentially it would make nades useful primarily for combos. Also, it would allow for longer range combos. This can be combined with the next couple ideas.
3. Decrease splash radius. Do we really need more splash? We have RL and GL which do a ton of splash, what's the use of more? Remember, I was a fan of the reduced splash, so, I was already dissapoint when it was put back to more normal levels. Now add an additional hand nade splash to the equation and it's just getting to be too much imo. Decreasing splash would give obvious good results, but combo splash could be kept the same. Since combos are harder to do than "fire and forget" nade spamming, there would be no problem.
4. Add a period of time before the nade can be hit for a combo. As it is now, it's really really easy to hit a nade right after you've thrown it. That makes for easy close range combos and increases the overall splash at a base.
5. Decrease hitbox for the nade to make close combos harder. Possibility, but, I'd much prefer #4 since decreasing the hitbox would affect longer range combos.
Those are all the ideas I could think of now, perhaps I'll think of more later.