Anti-Nader Merc


(Lumi) #1

I don’t know if something similar has been suggested before or exists from pre steam beta. I’m quite new to the game so please forgive me if I’m redundant.

Anyway, as multiple Naders in a team can completely turn the game into a grenade launcher fest and remove all the tactics, strategy and fun from the game (no other merc benefits the team if it becomes over represented), I would like to suggest a new engineer type of merc.

“Schield” or “Popper” could be his name. Why? Because his ability would be to drop down a station, similarly to how Aura does, but instead of healing it would suppress any grenades and lac-40 shot to that area. It would be still vulnerable to airstrikes and mortars from arty and skyhammer as well as regular weapon fire (shotguns, smgs, etc.). The station would completely pop the grenades and lac-40 with focussed lasers. For those of you who played Call of Duty Modern Warfare 3, there is a similar system in multiplayer to supress grenades.

This way we would get an effective counter pick for nader, while still having skyhammer or arty to counter this new merc. The game would then become a little less one sided and boring as now with the 50% nader teams…

Thanks for reading and I hope you liked. Dirty Bomb is a great game and keep on the good work!


(MAOCUBO) #2

that would be great, i love that idea, plz developers hear this guy. that would bring new tactics to this game when defending and when you are trying to push in actack.


(Reddeadcap) #3

The blue baseball cap guy that hasn’t been seen yet goes by the name of Turtle and he drops a barrier, now most people haven’t mentioned what kind of barrier so I’d see it could help with protecting from grenades.


(Lumi) #4

Well, I know about turtle but it’s still not anti-Nader mechanic. You can always throw a grenade above a wall. Which is what the barrier seems to me. Also, the barrier sounds like a nothing passes mechanic, while my proposal still leaves you unprotected from regular firefight.


(Szakalot) #5

I think devs are thinking about an anti-AoE (nades) merc, so keep the ideas pumping!


(Lumi) #6

Awesome, where did you read/hear that?

I do believe that the kill information in the upper right corner has been overpopullated with explosion kills lately…


(_Sniff_) #7

Rhino is pretty anti-nader. That minigun melts her HP and Rhino sports a solid 200 hp


(Lumi) #8

Wow, I already thought that Fragger with 150 had a huge advantage against most mercs other than skyhammers 120, but if Rhino is anything like you say that’ll be a huge unbalance imo. Just looking at numbers at least, now don’t know how it fares in practice.


(_Sniff_) #9

This has happened every time a new merc is released. “OH MUH GUD ITS OP”
The game is diverse! It only seems OP because you guys have only seen 1/3 of the game so far!


(Reddeadcap) #10

200 health but the slowest merc of them all and unlike the rest of the assault types doesn’t have grenades, relying on his lmg as a special ability.


(Lumi) #11

[quote=“Sniff;19884”]This has happened every time a new merc is released. “OH MUH GUD ITS OP”
The game is diverse! It only seems OP because you guys have only seen 1/3 of the game so far![/quote]

Well, the title might be saying anti nader merc, but it’s actually more an anti explosives merc. Right now the ratio of kills done by explosives as compared to bullets is too high. Imo, it should be 25% tops. Right now its well above 50%…


(Fleshpound) #12

I guess that this “merc” would have shield in abillity like for Rhino.

After certain dmg done to shield,you would need to wait to use it again.

If less than 100% then shield gets lesser cooldown to get it’s 100% function.


(Lumi) #13

Have you seen rhino? He doesn’t have any shield. Maybe you’re referring to Turtle?

In any case my proposed merc wouldn’t work that way. The “shield” would be completely permissive to damage originating beyond it’s reach, like bullets or even explosions, but it would simply destroy any incoming explosives, like grenades, lac-40’s, mines, sticky bombs… Anything that hasn’t exploded yet. It would defuse it on the fly.


(Fleshpound) #14

[quote=“Lumi;22041”]Have you seen rhino? He doesn’t have any shield. Maybe you’re referring to Turtle?

In any case my proposed merc wouldn’t work that way. The “shield” would be completely permissive to damage originating beyond it’s reach, like bullets or even explosions, but it would simply destroy any incoming explosives, like grenades, lac-40’s, mines, sticky bombs… Anything that hasn’t exploded yet. It would defuse it on the fly. [/quote]

I refer to Rhino type of abillity for shield type of character.


(Lumi) #15

@BanditFleshpound

So you mean a tank?

My suggestion has nothing to do with that. It’s not about absorbing damage but forbid explosives to explode in a certain area.


(contemplativeObject) #16

sounds awesome, hope there will be something against air-strikes too, they kill like 3 guys at once ^^


(Lumi) #17

Thanks! But airstrikes can be seen and heard! While indoors they don’t hit. So I think that’s not really a gameplay issue rather then people needing to learn to recognize it and avoid it. Also if more people would use microphones in publics to warn others of airstrikes for example, then it wouldn’t get as many people!


(goodField) #18

Pineapple Juggler Augment isn’t anti-Nader? If you don’t get hit dead smacked with one you can just throw it right back at her.


(Lumi) #19

There are two problems with that. First, not everyone has access to it as it is a loadout dependable ability, while the game should be balanced from the core on out. Loadouts only make things easier but are never there to balance a core mechanic.

Second, I’ve never seen that ability come in handy. Fuse time on any type of grenades are just too short. I want you to show me a video of pineapple juggler actually being used…


(goodField) #20

Its usually something people are proud of pulling off.