I think the rules are pretty clear on this. Unless you have some reason to believe the enemy to be there or it has some tactical value, don't nade it. If you see them, go ahead. If you hear them, go ahead. If you saw them running that way, go ahead. You can even nade it if someone else calls out enemies at that position. However, if you have a feeling they might be there, or they've been there the past 4 rounds, don't throw it.
Aesop, I agree with your point, however, I don't see anything wrong with the second scenario. I personally think that using a nade right before entering the room is fine. It's not unrealistic to throw a nade into a room you're about to breach. The nade can work just as effectively at disorientating the enemy as any flash.
The idea here though is that there are certain protocols and for a good reason. First we know the maps and the setting is limited. Using nades to breach pretty much ruins the entire concept.
I want to avoid having nades thrown around every corner just because you know the enemy can come from those positions. It dilutes the gameplay and hence the rule. In a real sense the high explosive is something reserved for a last resort. They are very destructive and typically cause more damage then they are worth. I'm pretty sure in most outfits they don't even carry them into a breach unless they situation is very volatile.
For our uses though, the point is to not ruin what would otherwise be valid tactics like sneaking.
This is the point I was making, the tactic is used just for this purpose. To stop the rush down and cause them to slow down. That's not exploitive, just use of good tactics, in my opinion. While I'm at it, why are we discussing something that causes the game to slow down, as bad? I think it's more than likely people just don't like rushing headlong into a live nade, when they should be moving slowly and watching for it. Just a thought...
I highly disagree with this.
Take the map de_corse. T`s start in a position that is already extremely hard to get out of. You essentially cannot go right, left, or up the middle from spawn without a CT seeing you. Add to this the ability to pre-nade and all of a sudden T`s are completely stuck in spawn because the CT`s know exactly where they are coming from. That isn`t tactical. That`s just cheap. All of a sudden you have CT`s with eyes on every exit point who are basically playing shooting gallery at whichever T is dumb enough to stick their head out - and unfortunately they have to just to attempt to plant the bomb.
Of course that`s just one example, but this can be applied to many maps with similar choke points.
Star Citizen is an upcoming persistent-universe space simulator being created by Chris Roberts (veteran of the Wing Commander...