Do you think direct explosive abilities are somewhat overpowered?


(HoakinBlackforge) #1

Because 180 damage is a fucking lot, even for rhino.

With one of the last updates, mercs that use explosives as abilities got a damage buff, along with a range nerf, but, still, i think its too much damage when we talk about: Direct AoE with more control, unlike skyhammer or arty.

Even my phantom, with a full charged refractive armor hit from nader or fragger leaves me with less than 10 hp.

I just think explosives deal excessive damage, even though most mercs dont even have 100 hp. I would like to know your opinion about this.


(bizarreRectangle) #2

Explosions are supposed to be strong. Most are limited by a rather long cooldown. The one’s with shorter cooldown tend to be harder to land.


(HoakinBlackforge) #3

Well, skyhammer’s and arty fire support abilities basically you just stay on cover and avoid open areas, which is easier to avoid than a directly thrown explosive to you. Thats what i mean.


(Venokk) #4

Well, put it this way: powerful explosive ability = long cooldown. It’s like wasting a rocket launcher on one dude. It’s powerful, but you just wasted your trump card. Ex: Skyhammer’s airstrike and Stoker’s molotov. It’s like a double-edged sword, you either kill them, or you just basically screwed yourself with a long cooldown.