I believe panzerfaust is 15 seconds and 3 rounds at spawn. Different ball-park to grenades though. And Fragger gets another good weapon.
Competitive scene will be a JOKE.
Exactly. Panzerfaust is a billion times stronger than grenades (YMMV), but PF soldiers only get a lousy pistol as backup, whereas Fragger is carrying a BFG in his backpocket.
In theory. But he is just gimped with his slowness! He got the bigger hitbox, so he could move faster. Medpacks are already underpowered under fire, compared to other medic abilities and they are terrible when used on self or team medics. That is what offset his HP compared to Aura.
So gief max speed ffs! Speed is everything to the conservative medic.
Panzerfaust could be cancelled by binding a button to drop the weapon. That was one thing that made it highly effective. Fraggers grenades seem to be in about the same place regards risk/reward when feeling out a good multi-kill.
You keep doing this…
If you’re going to compare this game or a specific merc to ET, at least try to be at least somewhat relevant. You can’t compare a freaking PF with Fragger, or his nades even. If you want to compare nades to something, compare them to the nades EVERY class has in ET. Or the fact that engineers(including rifle) have 4 grenades. Covies 2. Oh, that panzer? also 4 grenades. Then there’s the rifle and the landmines… oh, remember fieldops? They’ve got both arties and airstrikes, they aren’t divided into two different classes. Remember airstrikes? 30 seconds cooldown on that, it’s an entire minute in DB. And guess what, they’re all replenish-able by ammo.
More comparisons? RtCW engineer has 8 nades. Airstrikes need only half a bar to throw… oh, right, the bar resets upon respawning. Want to throw 2 strikes within 2 seconds? No problem at all.
Seriously. People need to stop whining about spam and understand that, this game, probably has the least amount… ever.
Remove the cancellation of grenades being cooked and reduce travel speed time for nades, is literally the only thing needed. Nades are fine, wish more classes had them, but the way they work (if, they do work. so many bugs surrounding them as of late) is perfectly fine.
[quote=“Humbug;15548”]
your hear them when you step on them. engineer can defuse it under your feet and you don’t even die if you jump…
everything was avoidable or counterable in et. even mortar killed you only once, then you knew his spots and timing[/quote]
You… see them in this game, you hear them in this game. You can even shoot them in this game. How’s that for avoidable.
Or the fact that you can outrun landmines if you’re sprinting/jumping entirely with just about every merc but skyhammer/fragger?
People on here make the lousiest comparisons.
Just wait. People complain about Fragger this week, next week it’ll be Nader (thanks to Marty and her grenade launcher), and when Rhino comes out, well… I’m not saying avoid the forums, but you should probably avoid the forums.
Certainly Nader is going to be complained about, and with good reason. Rhino was shit in the earlier beta and I can’t see it changing too much.