Fragger Love?


(ASTOUNDINGSHELL) #1

SO i understand Thunder was Underused but that doesnt mean we gotta make Fragger weaker.
Thunder had his granade tweaked and got mor Hp why dont we give Fraggers frag some power back? or give him a bit more MS?

[Stat wise]
Hp: 140
Ms: 390
Frag.
Cool down: 17 seconds
Damage [Max/point blank] 180~
Radius: 3,20 meters


(watsyurdeal) #2

I wouldn’t mind his Nade getting buffed, or tweaked. It feels way more difficult to get a multi kill these days.


(Equanimity) #3

I could see shaving the nade down to a 15 sec cooldown, but really I think he is quite fine in the nade potential and health department. The nerf to him was never correlated to “making thunder more viable”. It was simply because he has always been a MUST HAVE merc in competitive, regardless of his potential alternatives, because of his tankiness and nade’s power.


(ASTOUNDINGSHELL) #4

@Watsyurdeal I miss the tiems when you could one shot a M1+w RHino.

@Equanimity “Tankness” cant be applied because Shotguns immediately counter all “tank Mercs”


(Dawnlazy) #5

As far as I know you could never do that, nade used to deal 150 damage, then 180, and now 170. Unless it had 200+ at some point in closed beta. But when they nerfed the AoE, they also increased the damage from its base of 150, meaning it’s actually better against a Rhino now.


(Reddeadcap) #6

I just thought that the -10 HP made no sense.


(ASTOUNDINGSHELL) #7

@Redcap
Yeah i mean its not liek Proxy backsteps faaster than Fragger can sprint, and she has shogusn whcih 1-2 shot “tank mercs” and has two instakill mines


(ProfPlump) #8

Fragger was hard to kill, but that was the whole point - he’s a combat specialist.

While Stoker, who is not supposed to be as combat effective as Fragger (since he has better team-based abilities) is for some reason not nerfed, despite the fact that his ‘nades’ do not require cooking, can lock down areas for extended periods of time, and only do slightly less damage overall. Also, Stoker has the best gun in the game, whereas Fragger does not. He also has the best combination of augments (Drilled + Mechanic) while Fragger instead can only get Drilled OR Explodydendron as his two best augments - they’re never on the same card together.

If anything, Stoker should have been the one to receive the -10HP nerf.

However, I’ve also heard that the reason Fragger received this nerf was to prevent him from ‘nade-boosting’ by blowing himself up, surviving the damage, and being propelled up to unreachable locations. This would make SOME sense, but is also a stupid choice from Splash Damage for two reasons:

  1. They may have taken away 10HP and stopped him from tanking those explosions so that he can do boost jumps, but they added in Failsafe to even more of his loadouts in the process, which completely undoes this change!
  2. Instead of actually fixing map boundaries with added barriers (preferably not invisible walls), or by negating the ‘blast back’ effect of friendly explosions (while keeping the damage), Splash Damage have decided to screw up the in-game meta balance just to fix a bug that they themselves created and could easily fix. This is a lazy method of fixing a bug that they should be able to fix/prevent abuse of with other, less obtrusive measures (such as the ones I mentioned).

(ProfPlump) #9

[quote=“astoundingShellfish;181271”]@Redcap
Yeah i mean its not liek Proxy backsteps faaster than Fragger can sprint, and she has shogusn whcih 1-2 shot “tank mercs” and has two instakill mines[/quote]

This isn’t about Proxy, this is about Fragger.
And she’s a crap merc anyway - good for pubs, but terrible for competitive games.


(copperCucumber) #10

YES!
fragger became shit
very hard to play with
the redius is very small and 17 sec…cmon
i really disagreed with his hp nerf also!
i think he should get his 150hp back!