Delivered Grenade purchase limits

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-Luke-

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Can we limit the amount of flashbangs/HE grenades that are purchasable per team? For example, limit to 15-20 of each grenade per team. The map wasn't designed for a 30v30 to begin with, so the grenade spam makes it unbearable to peak at short A as a terrorist, you get rained on with HE and flashbangs and it just isn't balanced. B tunnels is another bottle neck grenade point. This would also eliminate the grenade rebuy spam problem as well. Thank you.
 
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The source admins should get together and discuss ideas. Afterwards present something to LE for their approval.
 
I am on board for this. I completely agree that the nade spam and the amount of people on the server does affect gameplay/fights. +1 from me to at least be looked into.

An alternative is not allowing players to full buy every round, which would in return limit the amount of utility bought per round.
 
I think it would also help speed the game up, often people fall back and play the waiting game, or baiting nades.
 
I know this post is a bit old, but have the source admins discussed this further yet?
 
Nade rebuying is a nightmare. People will rebuy flashes and frags and spam through mid or over cat into short
 
At the very least not allow the secondary purchasing of all nades (HE, Flash, Smoke).
Limiting the max amount of first purchased nades per team could also be a benefit as well.

Agreeing with what others said above, some CTs will rebuy nades and spam them middle Double Doors at the start of the round to further conceal themselves crossing mid or pushing into lower tunnels. This also slows down the Ts who rush down mid from T spawn. Or CTs load up short A with an over abundance of smokes and flashes to overextend and further delay T's from pushing up Short A. Same goes for upper B tunnels into B. Stagger a smoke from inside B - CT side, one after another and limit the visibility and draw down on time. While this can aid the CTs in delaying the T's, it severely slows down the game for both teams, and is a major hindrance to the momentum and energy to the server in my opinion.

On the other hand, some Ts spam & rebuy flashes and smokes for Long A. The intent is to deceive the CTs into thinking it's a Long A rush, while after the initial toss of the first purchased nades, Ts run back to spawn to rebuy and usually push towards Bombsite B. While I don't agree with the rebuying of secondary nades, at least in this case their usually doing it and following it up with a swift rush to somewhere else - just as the CTs are rotating to the calls of "Long A rush, help! now!". If the Ts follow through on their rush elsewhere, it aids towards their objective which tends to keep the momentum and energy positive for both teams as the game plays out. When T's get bogged down, everywhere, every time, too often it results in them not doing their objective. This leads to Ts not rushing, but rather to play defensively and to spend a majority of the rounds time killing CTs from afar in hopes of a last moment rush to site as the round nears expiration.

Most CTs want the T's to rush them, its fun and keeps things exciting! Usually, the Ts want to rush the bombsite, its fun, exciting, and attempts the objective!

Nobody like stagnation. This slows the game down for both sides, and in my opinion subtracts game enjoyment for both teams.
 
I agree with many of the sentiments here. Too many nades bog down the game and, when overutilized, give one side an undue advantage.
 
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