Fragger nerf


(ASTOUNDINGSHELL) #1

Y tho


(watsyurdeal) #2

I guess they felt he was still too potent, and I guess it’s ok but I really wish they’d make the guns a little less random with the spread and increase recoil.

Cause as good as the K 121 is I find it being still random as hell at times with shots.


(neverplayseriou) #3

Feels like they think fragger is the reason why thunder isn’t being touched, quite an undeserved nerf imo, nades already feel like complete crap most of the times but now he also has too much hp… (Even though I never saw anyone complain) I guess it’s just annoying to play against :stuck_out_tongue:


(Dawnlazy) #4

140HP Fragger was exactly what I wanted instead of 170HP Thunder. We’ll have to see how it turns out but I think Fragger might actually be balanced now.

A bit disappointed at no changes to Redeye though.


(ClemClem7) #5

Maybe add more penetration to the grenade as for now, if a little turret stand between the enemy and the grenade, even in the explosion radius, even close to the explosion, the enemy doesn’t take any damage, as for the healing pulse bug before the update. Maybe add some reduced damage when it go through a merc or a deployable. Then the turtle shield may be useful to stop explosions. But if an ammo station can do the job, the shield has no place in the game.


(Eox) #6

I’m looking forward to see how that nerf will affect the metagame. The idea of seeing Fragger with 10 less hp does not displease me actually. With 30 more hp than Fragger, Thunder might become a very interesting merc.


(zrs1337) #7

Yeah just Thunder’s nade will be even more useless now and he still has no good damage output for an assault.


(Thai-San) #8

@astoundingShellfish To my defense: I made that picture when Fragger still had 2 grenades and were better overall. Nowerdays it isn’t really accurate anymore :confused:


(Captain_Forward) #9

I like that change, not only it will positive affect Thunder, but also Nader will be more pleasant on the competitive scene :slight_smile:


(ASTOUNDINGSHELL) #10

@Ford_Prefect Nader and Pleasant do not fit the same Oration


(Icecoal) #11

Thunder got a huge buff and fragger yet another small nerf , I hope this trend will not continue


(zrs1337) #12

What huge buff? That his nade does what it’s supposed to do? Yes he is better now and he needed this buff because he was pretty much useless.


(Icecoal) #13

@RazielWarmonic Id like to hear from a developer why they found it necessary to reduce the hp of fragger


(Indefinite) #14

Because entire teams performance would balance solely on the performance of their designated Fragger. He was a one-man team-slaying machine, and the nerfs have progressively brought him down to the point where a team might almost consider not slotting him; heaven forbid?

I love fragger and have played/enjoyed playing him even well before they buffed K121. To me, having a merc or three that are considered “required” isn’t a problem. Every game that has had “heroes” or classes end up that way, unless all heroes/classes are equally terrible.

I fundamentally dislike the change, as I feel Fragger should be specifically that tanky among all the mercs, but it’s still understandable. I’d much rather have Fragger as he is now than where he was essentially unusable outside of his M4 cards.


(ClemClem7) #15

Maybe they must buff his speed to match his new health. Idk if they did this in the update. And rework the nade because I find the damage unconsistent in the radius of the explosion, sometimes a little thing (ammo station, health station) protect someone even close from the explosion.


(watsyurdeal) #16

One thing I didn’t realize till last night, Unshakable.

It reduces explosive damage by 15%, the Frag Nade does 170 damage. 170*0.85 is 145, so Unshakable is now USELESS for Fragger.


(ClemClem7) #17

@Watsyurdeal
It’s not useless, because you don’t always are close to the explosion, and it reduce others explosive damages (stickies, Nader). Not all grenades and proxy mines give you the maximum amount of damage.


(watsyurdeal) #18

[quote=“ClemClem7;182205”]@Watsyurdeal
It’s not useless, because you don’t always are close to the explosion, and it reduce others explosive damages (stickies, Nader). Not all grenades and proxy mines give you the maximum amount of damage.[/quote]

You’re assuming players aren’t good enough with their frags to actually kill you.

As far as I’m concerned if it doesn’t fully protect you from a Frag, assuming you’re at full health, it IS useless. There’s a number of ways to fix it but the easiest would be buffing how much is reduced, 15% to 20%.


(Icecoal) #19

[quote=“Watsyurdeal;182213”][quote=“ClemClem7;182205”]@Watsyurdeal
It’s not useless, because you don’t always are close to the explosion, and it reduce others explosive damages (stickies, Nader). Not all grenades and proxy mines give you the maximum amount of damage.[/quote]

You’re assuming players aren’t good enough with their frags to actually kill you.

As far as I’m concerned if it doesn’t fully protect you from a Frag, assuming you’re at full health, it IS useless. There’s a number of ways to fix it but the easiest would be buffing how much is reduced, 15% to 20%.
[/quote]

They just nerfed it to 15% from 20 %, so thats not likely to happen anytime soon


(ASTOUNDINGSHELL) #20

@Icecoal that 5% is a BIG difference jsut liek the -10hp is