Argh I'm blind


(poiuasd) #21

The milk jug delivery containers on the last stages of Bridge and Trainyard have angles where they don’t block the flash.


(Mustang) #22

You still experience effects with FF disabled, smoke for example, it’s only damage that you don’t receive, makes perfect sense to me that you’d still get flashed.


(ragnak) #23

Flash ignores buildable gates ( at least on trainyard first objective).


(KeMoN) #24

That makes sense, yes.


#25

It goes through Underground first obj gates as well.


(Faraleth) #26

Flash-bang definitely goes through all closed gates (like the ones on Dome and Trainyard). I’ve thrown them behind them many times and forgot, only to be blinded… :frowning:


(DeadAlive) #27

[QUOTE=Szakalot;541863]why not just drop self flashing completely? or severely reduce it? it really wontmake thunder OP but he’ll be so much more fun to play and a little closer to fragger in power lvl.
that or drop cooking time to 1-1.5sec[/QUOTE]

I don’t care for that idea. Then you can just drop it at your feet and get gravy kills. Whether other things need to be buffed once it is debugged, maybe so.

I don’t know what it will play like in it’s non bugged state, but if it will still blind 5 or more guys all in a tight group, then it’s still going to be OP. Right now this thing is so potent that one nade can single handedly achieve an objective, offense or defense. I’ve watched my whole team get wiped out after one nade, and then they take the obj. This nade in its’ current state is literally winning and losing games with a single toss.


(DeadAlive) #28

I would also like to make a modification suggestion.

  1. change the color,

  2. add a modest whistling sound,

  3. a clank when it hits the ground followed by a 3/4 second delay.

Also disallow cooking if it’s not already.

That will give some people, some of the time, a chance to turn away. At this point, without knowing when one is coming in, and in the heat of super fast action, we have to turn away from all of them, which severely impacts gameplay.


(Szakalot) #29

[QUOTE=DeadAlive;541958]I don’t care for that idea. Then you can just drop it at your feet and get gravy kills. Whether other things need to be buffed once it is debugged, maybe so.

I don’t know what it will play like in it’s non bugged state, but if it will still blind 5 or more guys all in a tight group, then it’s still going to be OP. Right now this thing is so potent that one nade can single handedly achieve an objective, offense or defense. I’ve watched my whole team get wiped out after one nade, and then they take the obj. This nade in its’ current state is literally winning and losing games with a single toss.[/QUOTE]

  • nade in its current state is bugged; so not sure how we can judge whether its OP or not
  • nade will never be as potent as a frag (once the bug is fixed), if you throw it in a group of five and blind them, a frag grenade would kill/heavily damage the same group
  • I’d like the nade to be powerful, as powerful as a frag. His ability has to be feared, to be able to compete with Frag nades. Wouldn’t mind a longer cooldown.

If a thunder would drop such a nade at his feet, well he would only flash people right next to him (again, when the flash-range bug is fixed).

I played plenty of thunder in close beta, and it doesnt look like the flash was changed that much (except the bug, and the EMP ability). There, the flash sucked against highly-skilled players, its too hard to pull it off while avoiding getting flashed yourself. I expect it will suck again.