I don't care what people say - Nader is completely and totally overpowered.


(goodField) #21

So that entire post is just what you “remember”? Seriously? You posted it like it was statistical facts.
[/quote]

If I’m wrong point it out like Szal did. You -can- do your own math you know.[/quote]

are you going to give them 'disagree’s as well? : P[/quote]

You did it first P:


(HutchTouch) #22

So that entire post is just what you “remember”? Seriously? You posted it like it was statistical facts.
[/quote]

If I’m wrong point it out like Szal did. You -can- do your own math you know.[/quote]

I don’t know the stats or attributes for the Mercs, but I didn’t post what I “thought” I knew lol. No disrespect meant.


(goodField) #23

So that entire post is just what you “remember”? Seriously? You posted it like it was statistical facts.
[/quote]

If I’m wrong point it out like Szal did. You -can- do your own math you know.[/quote]

I don’t know the stats or attributes for the Mercs, but I didn’t post what I “thought” I knew lol. No disrespect meant.[/quote]

I took the time to investigate these stats as best I could - not to mention Memory is different from Guessing.

Its probably obvious I didn’t check the Barracks page :stuck_out_tongue:


(chicCoil) #24

I’ve noticed teams of nothing but Nader’s and Rhino’s just spawn camping the entire game. I’m talking like 80/7 kills to deaths on the top player within a single game of objective.
imho Nader and Rhino are both OP.


(Szakalot) #25

[quote=“chicCoil;26409”]I’ve noticed teams of nothing but Nader’s and Rhino’s just spawn camping the entire game. I’m talking like 80/7 kills to deaths on the top player within a single game of objective.
imho Nader and Rhino are both OP.[/quote]

they would get the spawncamp rolling regardless of which mercs they play.

Spawncamp never happens cause a team has good merc composition. Spawncamp happens when one team has a lot better aim than the other one (on average)


(avidCow) #26

Bought Nader last night.

Them feelz as you round a corner and there are 3+ unwary opponents bunched together like fruit…


(Solid Stache ~NaC) #27

It’s purely poor play if you are getting killed by nader over and over again. Her mechanics are quite easy to avoid. A few of the simple scenarios you are going to face are…

  1. A good nader actually shoots her nades to bounce off walls in choke points and actively has her positioning down to prevent rushes; this means if you kill her by forcing her to back off, in an unfavorable position where martyrdom CAN destroy a push, don’t bother going that way or waiting it out.

  2. A noob nader that just simply charges at you trying to use martyrdom to get the most kills… First off, it would be simple to kill her as her movements are quite predictable. Second, don’t go near her unless you gib her from far away.

The point I am trying to get across is she does the same role as Rhino but she can avoid direct fire from bouncing her nades. It also requires more skill as she needs to have much map awareness to know where enemies are and what not, but she only has access to SMGs which have lower reliability and dps compared to other classes.

She is far from OP and I have been able to deal with many naders, however, due to the founder’s program I have been exposed to her much more.


(Jojack) #28

I’ve seen some really good players on Nader, but the character they played had little to do with the kills they were getting and the fear and rage they were causing on my teams.

I’ve seen far more average to bad players on Nader, and in those cases she was nothing worth mentioning.


(Ghosthree3) #29

Good thing you have no impact on the game’s balance then.


(distinquishedSandwich) #30

Nader belongs in maps like Underground or Bridge, she is VERY potent in those two.

But in general, it’s the direct hitting nades that’s the real killer here, cause the 90 damage isn’t to be overlooked, and if they have a healing station out you can blast it, and have the AoE damage tag everyone around it.

The real problem with nader is how she’s got 5 nades, that’s a lot of spam, one could argue they’ve given her too much of a velocity increase as well, and personally I’ll agree, cause you can snipe with those things.

But honestly, the real problem lies with matyrdom, you used to be able to “disarm” or rather cancel out the suicide nade by finishing them off, but now that it’s no longer a thing it’s kind of, she died and took you and the others with her.

I’d much prefer if matyrdom returned to it’s previous state, cause noobs will call it OP and hate on it a lot, and in same cases go as far to say it ruins their experience with the game.


(Szakalot) #31

[quote=“distinquishedSandwich;27482”]

I’d much prefer if matyrdom returned to it’s previous state, cause noobs will call it OP and hate on it a lot, and in same cases go as far to say it ruins their experience with the game.[/quote]

Martyrdom was useless back then. It was too easy to cancel it. I wouldn’t mind nerfing the fuse up to 1sec; but generally speaking you can always escape martyrdom. the only cases I ever get caught is some really tight corner with another opponent blocking my way or sth. I don’t think I die from it more than 1 every 10-20 games.


(distinquishedSandwich) #32

[quote=“Szakalot;27521”][quote=“distinquishedSandwich;27482”]

I’d much prefer if matyrdom returned to it’s previous state, cause noobs will call it OP and hate on it a lot, and in same cases go as far to say it ruins their experience with the game.[/quote]

Martyrdom was useless back then. It was too easy to cancel it. I wouldn’t mind nerfing the fuse up to 1sec; but generally speaking you can always escape martyrdom. the only cases I ever get caught is some really tight corner with another opponent blocking my way or sth. I don’t think I die from it more than 1 every 10-20 games.

[/quote]

Sure, it’s a “Adapt or die” kind of thing, but sometimes that grenade that’s detonated seems to do a heck of a lot of damage, more than 90 in fact, so that could be toned down a bit imo.


(Szakalot) #33

[quote=“distinquishedSandwich;27539”][quote=“Szakalot;27521”][quote=“distinquishedSandwich;27482”]

I’d much prefer if matyrdom returned to it’s previous state, cause noobs will call it OP and hate on it a lot, and in same cases go as far to say it ruins their experience with the game.[/quote]

Martyrdom was useless back then. It was too easy to cancel it. I wouldn’t mind nerfing the fuse up to 1sec; but generally speaking you can always escape martyrdom. the only cases I ever get caught is some really tight corner with another opponent blocking my way or sth. I don’t think I die from it more than 1 every 10-20 games.

[/quote]

Sure, it’s a “Adapt or die” kind of thing, but sometimes that grenade that’s detonated seems to do a heck of a lot of damage, more than 90 in fact, so that could be toned down a bit imo.[/quote]

martyrdom grenade does as much as fragger’s nades. According to the description she is blowing up her entire ammo stock.

It has to remain dangerous to make any impact on the game whatsoever. Dodge or die


(Grave_Knight) #34

The problem isn’t Nader, the problem is when there is more than one Nader. And she’s not nearly as bad as Rhino on a heal station. Rather stand in front of a turret than have to deal with that guy…


(Ghosthree3) #35

Matyrdom is the weakest part about her and the one thing I cannot see anyone complaining about. It’s easily avoided in most situations and if you absolutely cannot avoid it you either put yourself in a terrible position yourself or your opponent forced you there, either way you deserve it.


(Ardez1) #36

I played Nader for the last 2-3 days exclusively and I have to say that she isn’t that overpowered relative to a lot of mercs. I will say that one thing in particular does need a nerf. This may just be a bug fix that needs to happen, but when Nader uses Martydom it doesn’t consume any of her grenade ammo. The description says that she blows her remaining nades to cause an explosion, but this isn’t true.

IMHO, when she uses Martydom it should consume all of her current grenades and create an explosion with radius and damage relative to the number of grenades that went off. This would mean it is strongest at 5 nades and weakest at 1 and not possible to use at 0 nades.

I think that fix/nerf would reduce a lot of the existing rage for Nader. It would also make a lot of Nader players think very hard about pressing that Martyrdom button.

Thoughts?


(watsyurdeal) #37

Honestly I think a simple boolean would be more than enough

if (GrenadeLauncherAmmo = 0)
Martyrdom = false

If it’s more than 0, then Martyrdom would be allowed. So if you use all your nades before you die, no martydom. Seems fair

Though I’d really like a damage buff or at least an arm time distance reduction.


(HutchTouch) #38

A buff? Are you joking? She can literally snipe people with that grenade launcher and martyrdom damage/detonation time is absolutely obnoxious.


(Ardez1) #39

I like how you took one line and responded to that but didn’t provide your opinion on the other suggestions :slight_smile:

A buff?
Yes, that is what @Watsyurdeal said.

Are you joking?
Probably not

I disagree with implementing a damage buff. You can already 1shot Aura/Proxy/Kira with a direct hit. After landing 2 direct hits on a Rhino yesterday I was able to finish him with my SMG. (1v1 fight) This seems about right to me.

As far as arm distance goes, I would like to see it shortened as well. For a merc that is more than willing to kill herself to get a kill she has a very safe minimum arm time on her nades. I do think that this would increase the number of players that would ‘primary’ the nade launcher. Probably not a good thing overall.


(Szakalot) #40

[quote=“Ardez;28458”]I played Nader for the last 2-3 days exclusively and I have to say that she isn’t that overpowered relative to a lot of mercs. I will say that one thing in particular does need a nerf. This may just be a bug fix that needs to happen, but when Nader uses Martydom it doesn’t consume any of her grenade ammo. The description says that she blows her remaining nades to cause an explosion, but this isn’t true.

IMHO, when she uses Martydom it should consume all of her current grenades and create an explosion with radius and damage relative to the number of grenades that went off. This would mean it is strongest at 5 nades and weakest at 1 and not possible to use at 0 nades.

I think that fix/nerf would reduce a lot of the existing rage for Nader. It would also make a lot of Nader players think very hard about pressing that Martyrdom button.

Thoughts?[/quote]

I think martyrdom should be very consistent; it would be very frustrating to learn ‘oh this is the radius at which im safe’ and then die cause she had one more nade in stock. Fine with me to drop one nade from her cooldown for using martyrdom; game can get spammy anyways.