Buff explosive destruction of stations, nerf arty descruction of stations.


(Herr_Hanz) #1

Why? because an arty strike 7 meters away from a health station should not be able to destroy it, while a grenade thrown 1 meter away from a healing station does not destroy it.

the nade part could just be people bodyblocking stations or something, but i think we can all agree the arty range needs to get nerfed.


(BananaSlug) #2

i am not sure if its bug or is it intended, but should be changed imo


(GatoCommodore) #3

Arty artilery damage itself is very high (can kill a skyhammer on direct hit) probably big shock can damage electronics but not human.

actually if Arty and skybro cant kill station like that, it would reduce their utility.

unless you want station to have 220 health


(BananaSlug) #4

[quote=“sweetColumn;211103”]Arty artilery damage itself is very high (can kill a skyhammer on direct hit) probably big shock can damage electronics but not human.

actually if Arty and skybro cant kill station like that, it would reduce their utility.

unless you want station to have 220 health[/quote]

on one hand it counters the aura pretty good, but on other hand (when playing aura) its ridiculous, when you see arty strike 6meters away, you need to grab it soo it wont get destroyed


(Tanker_Ray) #5

Arty’s artillery strike’s deployable detroying range is just pure absurd.

It’s just so non-sense that it destroys healing/ammo stations (Good thing turret isn’t included) that were placed INDOOR.

But I don’t… really agree with the part that other explosives deserve a larger radius like that.

Fragger’s nade does it so well except the game breaking bug after Summer Shxt part.3,

and Nader’s nade launcher.

Fletcher’s triple stickies are perfect too.

If that Fragger’s pineapple bug and Stoker’s molotov bug is fixed, we won’t have any problems with this.

OR may we can also apply it to Javelin later, so the rocket doesn’t deal much dmg to people but destroys deployable very well.


(Herr_Hanz) #6

[quote=“THUNDA;211187”]Arty’s artillery strike’s deployable detroying range is just pure absurd.

It’s just so non-sense that it destroys healing/ammo stations (Good thing turret isn’t included) that were placed INDOOR.

But I don’t… really agree with the part that other explosives deserve a larger radius like that.

Fragger’s nade does it so well except the game breaking bug after Summer Shxt part.3,

and Nader’s nade launcher.

Fletcher’s triple stickies are perfect too.

If that Fragger’s pineapple bug and Stoker’s molotov bug is fixed, we won’t have any problems with this.

OR may we can also apply it to Javelin later, so the rocket doesn’t deal much dmg to people but destroys deployable very well. [/quote]

i dont want grenades to get a larger radius, what i want is that if i throw a grenade at a healing station ( withing a 1 meter radius of the station) it should be destroyed.


(GatoCommodore) #7

[quote=“Herr_Hanz;211260”][quote=“THUNDA;211187”]Arty’s artillery strike’s deployable detroying range is just pure absurd.

It’s just so non-sense that it destroys healing/ammo stations (Good thing turret isn’t included) that were placed INDOOR.

But I don’t… really agree with the part that other explosives deserve a larger radius like that.

Fragger’s nade does it so well except the game breaking bug after Summer Shxt part.3,

and Nader’s nade launcher.

Fletcher’s triple stickies are perfect too.

If that Fragger’s pineapple bug and Stoker’s molotov bug is fixed, we won’t have any problems with this.

OR may we can also apply it to Javelin later, so the rocket doesn’t deal much dmg to people but destroys deployable very well. [/quote]

i dont want grenades to get a larger radius, what i want is that if i throw a grenade at a healing station ( withing a 1 meter radius of the station) it should be destroyed.[/quote]

this could make Aura play smarter instead of standing on the station and let every thing fly because there is this feature where you can reclaim the deployables so it doesnt get destroyed.

but the bad thing with increased vulnerability to explosive, the assault class gets buffed and deployables gets nerf


(Herr_Hanz) #8

[quote=“sweetColumn;211265”][quote=“Herr_Hanz;211260”][quote=“THUNDA;211187”]Arty’s artillery strike’s deployable detroying range is just pure absurd.

It’s just so non-sense that it destroys healing/ammo stations (Good thing turret isn’t included) that were placed INDOOR.

But I don’t… really agree with the part that other explosives deserve a larger radius like that.

Fragger’s nade does it so well except the game breaking bug after Summer Shxt part.3,

and Nader’s nade launcher.

Fletcher’s triple stickies are perfect too.

If that Fragger’s pineapple bug and Stoker’s molotov bug is fixed, we won’t have any problems with this.

OR may we can also apply it to Javelin later, so the rocket doesn’t deal much dmg to people but destroys deployable very well. [/quote]

i dont want grenades to get a larger radius, what i want is that if i throw a grenade at a healing station ( withing a 1 meter radius of the station) it should be destroyed.[/quote]

this could make Aura play smarter instead of standing on the station and let every thing fly because there is this feature where you can reclaim the deployables so it doesnt get destroyed.

but the bad thing with increased vulnerability to explosive, the assault class gets buffed and deployables gets nerf[/quote]

its more of a deployable nerf, since assault classes are intended to destroy campy area’s most of which unclude healing/ammo stations, especially when looking at naders “area denial” role.

i say its worth it. it should really help with for example the bridge first obj.


(IAmYourDad) #9

Well, the huge arty destruction range is the only way to reliably kill the health staion in some places like Chapel garage/ under 3rd stage scarfolding. Well placed Aura stations are annoying enough anyway.


(JJMAJR) #10

Most assaults balanced out an offensive ability with a defensive build.

Fragger/Thunder have LMGs/alpha strike rifles and can hold an area really well.
Nader has Martyrdom which allows her to hold an area until a medic comes by to revive her.
Rhino is the exception, and his ability to attack is questionable at best.

Maybe we should buff Rhino’s ability to deal with deployables.


(GatoCommodore) #11

[quote=“JJMAJR;211507”]Most assaults balanced out an offensive ability with a defensive build.

Fragger/Thunder have LMGs/alpha strike rifles and can hold an area really well.
Nader has Martyrdom which allows her to hold an area until a medic comes by to revive her.
Rhino is the exception, and his ability to attack is questionable at best.

Maybe we should buff Rhino’s ability to deal with deployables.[/quote]

rhino using his minigun to kill deployables are actually better than fletcher.
but the thing is, if its not close enough it wont do jack shid and Rhino has to reveal himself as the merc with Hitbox as big as the EV.


(JJMAJR) #12

[quote=“sweetColumn;211515”][quote=“JJMAJR;211507”]Most assaults balanced out an offensive ability with a defensive build.

Fragger/Thunder have LMGs/alpha strike rifles and can hold an area really well.
Nader has Martyrdom which allows her to hold an area until a medic comes by to revive her.
Rhino is the exception, and his ability to attack is questionable at best.

Maybe we should buff Rhino’s ability to deal with deployables.[/quote]

rhino using his minigun to kill deployables are actually better than fletcher.
but the thing is, if its not close enough it wont do jack shid and Rhino has to reveal himself as the merc with Hitbox as big as the EV.[/quote]

Don’t forget that focus fire is really easy on offensive Rhinos.


(Dieu-Sama) #13

[quote=“JJMAJR;211507”]Most assaults balanced out an offensive ability with a defensive build.

Fragger/Thunder have LMGs/alpha strike rifles and can hold an area really well.
Nader has Martyrdom which allows her to hold an area until a medic comes by to revive her.
Rhino is the exception, and his ability to attack is questionable at best.

Maybe we should buff Rhino’s ability to deal with deployables.[/quote]

Disagree intensifies


(JJMAJR) #14

Okay, I meant “Rhino’s not that great at gaining ground as other characters, as his main ability (DPS) slows him to a crawl, and isn’t useful if there’s a space larger than 10m for him to deal with.”


(Tanker_Ray) #15

@Herr_Hanz But wouldn’t it make her station a bit too vulnerable? Team mates dying from outside instead of internal station, or ammo station blocking explosion radius strategy will also diminish if that applies.


(Herr_Hanz) #16

@THUNDA what do you mean with “Team mates dying from outside instead of internal station”


(Tanker_Ray) #17

Taking explosive dmg instead of station. It happens quite a lot though. Main reason why we shouldn’t stuck with the station but fight on exterior healing radius of it.


(Herr_Hanz) #18

Taking explosive dmg instead of station. It happens quite a lot though. Main reason why we shouldn’t stuck with the station but fight on exterior healing radius of it.[/quote]

i dont know where you got that from, but this thread has been a while. all i want in this thread is to prevent arty/air strikes to kill healing stations from 5 meters away, while allowing fraggers nade to not have to be thrown directly at the station for the station to die.