Concussion grenade is game-ruining OP


(DeadAlive) #1

Yes, I mean that literally, I’m not exaggerating.

  1. The whiteout effect at close range is 100%. Not 90%, or 79%. 100%

  2. It lasts too long

  3. Is not actually a concussion grenade, but rather a flash/whiteout. I can apparently still spray my gun while blinded. This is more of a label/definition complaint

  4. Multiple whiteouts signal time for a bathroom break. It’s just ridiculous.

  5. Angles and effect radius need massive tweaking. I was turned completely away from one, and still received 50% whiteout. If I turn away from one, it should be 10% max.

I don’t think 100% whiteout should be used at all.

  • Point blank front facing should be 85-90% max.

  • At roughly 10m (depending on how long a game meter is), it should be down to 90%.

  • From 11m - 20m, everyone could see a minor 10% flash.

If they want to lower the cooldown timer to balance all those points, fine.

This is the first time in the game where I’ve actually let go of the mouse and leaned back to wait out the flash. I have no interest in blindly spraying my gun while staring at a bleach white screen. Furthermore, if I’m going to be facing frequent whiteouts, then I’m going to be doing a WHOLE LOT MORE SNIPING, so I hope everyone likes extra ‘worthless’ Vassili’s.


(RyePanda) #2

I agree with these points ^

100% whiteout just makes you feel completely helpless. At least with fragger the grenade has to be really close to kill you. That said I don’t think it’s game-breaking.


(enigmaplatypus) #3

i agree. also his white out is way to bright, it literally hurts my eyes.


(Neb) #4

if you hit an enemy while blinded their health-bar appears and you can track them.


(gg2ez) #5

If Concussion Grenades are OP, why arent regular nades OP? Instead of throwing your aim around a bit, regular nades actually kill you.

Regular nades=Not OP, therefore Concussion Grenades=Not OP.


(sentimentalDime) #6

[quote=“gg2ez;114289”]If Concussion Grenades are OP, why arent regular nades OP? Instead of throwing your aim around a bit, regular nades actually kill you.

Regular nades=Not OP, therefore Concussion Grenades=Not OP.[/quote]
@gg2ez
It think it’s about the fact that the AoE of the thing is massive, and if you’re within range and looking at the thing, you get completely blinded. You could be 30 meters away, bbut if you were to look at a concussion genade you’d go completely blind.


(DeadAlive) #7

[quote=“gg2ez;114289”]If Concussion Grenades are OP, why arent regular nades OP? Instead of throwing your aim around a bit, regular nades actually kill you.

Regular nades=Not OP, therefore Concussion Grenades=Not OP.[/quote]

Blind + sluggish movement --> zero aim = death in most games, and if not death, it allows the enemies to easily move up.

I’m not asking for them to be removed, just adjusted. I now have 3-5 second pauses inserted into my game, while I’m alive, where none were before.

Just wait until a lot more players have this Merc, and the forum will start to fill up with complaints.

I’ve played games where the whiteout effect is 80-90%, so you’re vulnerable, but not helpless. I’ve seen the effect implemented as tunnel vision. I’ve seen it done 100% whiteout but just for 3/4 second, and it fades away fast. A lot of options for tweaking.


(DeadAlive) #8

[quote=“sentimentalDime;114292”]@gg2ez
It think it’s about the fact that the AoE of the thing is massive, and if you’re within range and looking at the thing, you get completely blinded. You could be 30 meters away, bbut if you were to look at a concussion genade you’d go completely blind.
[/quote]
That’s definitely part of it for me. Any nade that lands at my feet ought to be powerful, but it should drop off fast after that.


(Cock_Eyed_Jim) #9

It needs to be considered if there are two or more enemy Thunders, it is almost impossible to hold/defend a zone.

Taking turns to flash. It’s like playing with a white screen for significant portions of the time.

There’s little you can do. You can’t dodge. Look away hardly helps. Only way is to rush the Thunders with 160HP and LMG or give up the holding area.

And as some has mentioned, the frequent white flashing is probably not good for players eyes.


(DeadAlive) #10

Starting to see complaints pop up in game chat. My team just got destroyed at the end of one match due to a CG that got the entire team annihilated at once, and we couldn’t get out of spawn cleanly after that.

Some may try to make arguments about spammy fire support, Stoker grenade, and Nader, but this is by far the worst, because there is no way to tell what kind of grenade is coming in, in fact, no warning at all, the AoE is utterly massive, looking away only helps a little, and the duration is so long that I have time to chug my soda.

And what are we supposed to do now, look away from every grenade tossed just in case it might be a CG? In the heat of a fast paced battle, there’s nothing you can do.

I suggest this:

  • Seriously downsize the AoE

  • Cut the duration to 1/3rd

  • Reduce max effect down to 75% whiteout combined with tunnel vision effect

  • Reduce effect further when not looking at it

  • Add a whistling noise that players can hear as soon as it is tossed. Doesn’t have to be too loud, but loud enough that if you choose to pay attention to the sound, you have a chance to turn away. It could also have a clank when it hits the ground and a 3/4 second delay after the clank before it blows.

*** One other thing I was going to suggest separately in another thread, and that is, make each grenade type a different color and shape, so we know what is coming in.

My experience in other fast paced games suggests that there will still be plenty of people who won’t hear or see the indicators and the items will still have plenty of effect. Also, the cooldown timer can be adjusted down to keep it a worthwhile Merc to play.


(Cock_Eyed_Jim) #11

I feel cooldown should not be lowered. As this means spamming flashes which again disrupts gameplay.

In actual fact, a longer cooldown, smaller AOE on players but stronger effect (eg. slowed movement or disabled abilities) is better.
Currently while I am blinded, as medic I can still revive my downed teammates.
This forces intelligent play on use of the flashbangs and will be more rewarding.

The AOE on deployables should be kept larger compared to a frag grenade for differentiation.

They can also make it such that teammates are not affected by the concussion grenade as a form of buff. Prevents trolling on own teammates.


(Aazhyd) #12

Weird thing is that this thing is a flash nade if you’re in range. But if it lands on your head, it actually concusses. Meaning: slow movement and blurry screen (not white). I had both occur to me in a game yesterday.


(Atherel) #13

The CG is annoying as hell. It’s so annoying that I’m considering not playing any DB anymore until this get’s changed. I don’t even want to think about the day Thunder will be in the free rotation…

The AoE is way to big. It feels like there is no skill involved to blind half or all the enemy team in an open area like chapel. There is no counter or anything you can do while you are blinded or to prevent it. Even looking away doesn’t help a lot. Then it fucks with your mouse sensitivity, letting me stay there like an idiot in open field while I could run away because I know the map.

With Stokers Molotov I can jump and run away unless it’s a direct hit. Same with Fraggers nade. I can appreciate being killed by a well cooked and precisely thrown nade. Thunders CG is only frustrating and when there are two of them in the enemy team, it get’s impossible to defend an area or the EV.

Add to this the bugs when you get blinded even if the CG is not in line of sight and you get a nearly game breaking experience :frowning:


(WaffleMonster) #14

My biggest issue with the concussion grenade is its inconsistency.

Honestly though thunder isn’t OP. He is super slow and has a huge hit box and his slow speed makes it difficult to take advantage of his grenade. The only issue I forsee with thunder is the combo’s he can perform with other mercs. His weapon choice isn’t great either, the stark doesn’t suit him and the timik isn’t great. He’s pretty much forced to use his mg which is great up close but has alot of spread when hipfiring.


(watsyurdeal) #15

Considering they’re bugged right now, I’ll wait and see what happens. But they hardly feel overpowered, they do exactly what they should, just a little bit ridiculous atm.


(Atherel) #16

Thx for the link, that covers what I felt was wrong and I’m glad it’s a bug.


(RyePanda) #17

[quote=“gg2ez;114289”]If Concussion Grenades are OP, why arent regular nades OP? Instead of throwing your aim around a bit, regular nades actually kill you.

Regular nades=Not OP, therefore Concussion Grenades=Not OP.[/quote]

Concussion grenades are way harder to dodge and if you are hit with the full effect you probably will die unless you are really far away from an enemy.


(bizarreRectangle) #18

I agree with @Watsyurdeal 100%, the concussion grenades just have a ridiculous bug that makes them game-breaking. I think concussion grenade -infinite range would be good.


(Nikla) #19

+1 for this, i’m seriously considering to stop playing until this is fixed :cry:


(SirSwag) #20

I’ve played a lot of Thunder since he came out and he seems to honestly be one of the hardest mercs to use.

His health pool is rarely a bonus when he’s so slow and has a huge hit box. People usually all aim for him on instinct.

His gun choice is okay. I’ve been using his new MG and I find it very hard to use. The spread is just crazy and forces ADS a lot, even at relatively close range. It also seems to burn though that huge magazine so damn quickly, but that might just be me.
The concussion grenades suck to be on the receiving end, but after all I’ve used them, I find it very hard to actually put them to good use. Unless the people you’re stunning are out on the open, it’s very difficult to pick up kills. Thunder is just too slow to rush enemies effectively and his gun spread is too high to get those headshots in close quarters.

To be honest I’d rather have concussion grenades on a speedy proxy with a shotgun. The range of the flash is pretty massive, but unless you’re on top of the blast, the blinding is usually manageable. I’ve only ever been killed by the aftermath of a concession grenade a once or twice.

I really want more reasons to pick Thunder over Fragger, but that M4 and frag grenade is just so good. Will be interesting to see if Thunder will be able to keep people away from Fragger, but only to time will tell.