I would also to point out that this change opens up the possibility of a whole new skill. now if you want to nade jump with the flag you will have to toss it, wait for the offhand cooldown, then nade jump and catch the flag. would be pretty sick.
still wishin people would man up and accept that fact that if someone llamas your flag and then nade jumps away with it, YOU'VE FAILED AS D. The problem isn't inherently in the combo.
Typical offence player thing to say. It IS a game changer because it ENCOURAGES people to llama INSTEAD of doing cap routes. It makes more SENSE to llama. That changes the game.Nade Boosting does not unbalance anything, it just requires people to adjust to a new style of play. The tag line for nades was - Its a game changer.
One other idea that I like, that would still enable cappers to use grenades, was this: The offhand items could be selectable, ie: you need to switch to your hand grenade to throw a hand grenade or switch to your flag to throw the flag.
When a player approaches the flag, he'll automatically pick it up as normal, however, if he was to switch to grenades (or another offhand item) there would be a short delay while the hand grenades are equipped. This would prevent the player from quickly nade jumping away when the flag is first grabbed and allows the player to select his hand grenades so he's not at a disadvantage when enemies attack him.
As for throwing the flag after selecting the offhand item, he would need to reselect the flag then it could be thrown normally. This would cause some tactical choices (do I keep my hand nades to bounce away from the enemy (or fight them more easily), or do I keep the flag in my hand so that I can quickly pass it to a teammate?). As for the graphical effect of whether the enemy is holding the flag (ready to toss) or simply has the flag on his person, this could be done by placing the flag in his hand when its equipped and ready to be thrown or placed on the player's back or belt, when its set aside.
Hey, this would also free up a keybinding, instead of separate Max Throw/Throw Flag/Nade, it could simply be a 'Throw/Max Throw' command.
Typical offence player thing to say. It IS a game changer because it ENCOURAGES people to llama INSTEAD of doing cap routes. It makes more SENSE to llama. That changes the game.
Van, defence is not omniscient (oops) and we cannot be expected to see every little llama *chocolate cookies* who is skulking behind that pillar or in this tunnel.
I like this idea, it makes a lot of sense. You could use the default "F" key as your Throw Flag/Nade and change the default "Q" key as your Change Offhand Device. Have maybe a 2-3 second delay when changing your offhand device. That would eliminate llama grenade jumps as well as still making it where if your a capper with a flag you can still have access to being able to use grenades for jumps and defending yourself once you have secured the flag. Great idea Seymour!
why not just make it impossible to use the hand nade with the flag if you're below a certain speed. That way llama's won't be able to instantly use hand nade when they take the flag.
Then won't that be the teams fault for leaving the capper alone...Because if you are back at base by yourself holding the flag, you need to be able to defend yourself against the multiple players coming your way who have no problems using nade/rocket combo and chain to kill you before you can blink.
I think that'd be a confusing mechanic. Imagine a new player grabs the flag, unable to throw hand grenades at first, then is able to throw them again? I dunno, I'd find it confusing..
Then won't that be the teams fault for leaving the capper alone...
It's a confusing mechanic to have hand grenades but not be able to use them in certain situations. Situational balancing has always been a sign of poor balancing in general. By making a situational balance change all you're doing is masking the actual problem rather than fixing it. If something isn't balanced in a certain situation it's not balanced at all. People have been suggesting that people not be allowed to llama grab since the IA days by either disallowing the flag from being picked up or killing the capper or whatever. These suggestions have always been summarily rejected because they are situational balance changes. This is exactly the same thing.
This is what has always confounded me about Legions. Balancing has always been ad-hoc and counter-intuitive. Now I completely understand that Legions has been in open "beta" - and I use the term lightly - for basically forever and it's hard to balance a moving target, but in true Legions fashion small balancing changes usually become permanent even when it stops making sense or even when it made no sense to begin with.