if nader nades exploded on impact


(smartIsland) #1

How would you balance them to not be too powerful? Cause currently nader sucks


(Szakalot) #2

very slow RoF. Or fire and reload animation; like in W:ET


(Tomme) #3

Should just ditch the grenade launcher and bring back the Panzerfaust, her character would suit it perfectly :stuck_out_tongue:


(Kroad) #4

nope


(watsyurdeal) #5

They already do explode on impact with players. With the ground tho they do not, and personally I like it that way.

I think Splash should look at the stock grenade launcher in TF2. That’s what I think this should be based off of.

I also think that maybe it needs it’s own ammo counter and ammo supply, I as thinking 8 nades in total, 4 in the launcher and 4 in reserve. Extra Clips Augment would give you 4 more.

Oh…and honestly, compared to Fragger…I like Nader more. A LOT more, once you start nailing directs and start nailing your headshots with the Crotizini or SMG-9, you’ll wreck shit.


(Szakalot) #6

nope[/quote]

yes she does


(smartIsland) #7

Lol kroad r u srs


(vdll) #8

Hey, leave Nader’s private life alone, to suck or not to suck, is purely her choice!


(watsyurdeal) #9

Well technically she doesn’t suck at all, more like…you know what nvm


(Gi.Am) #10

Just because there is no penis involved doesn’t mean there is no sucking :smile: .

But back to topic direct impact nades would ruin nader. One of the most important thing about her is the abillity to shoot around corners and stuff. If her nades where direct hit everything, you would need to increase the AOE and Damage quite alot to balance her out.

Other than that I feel the main problem with nader is that most naders and teams don’t use her to the full potential. Thing is she clears out all deployables, maybe kill one merc and softens up the rest of the team with a full salvo. But tnx to medics (especially sawbones) all those advantages will be gone in just a few seconds.

A team (and nader aswell) has to push in as soon as nader fired her shots. That is risky (and also why mathyrdom is a logical abillity for such a weak 1 on 1 merc) and something that will not happen in public play. And stuff you can’t pubstomp with have a hard time getting adopted by comp players.

So either people adopt a more agressive stance whenever a nader is around or SD has to aknowledge that and maybe think of buff that makes her less team relaint


(smartIsland) #11

normal fire nade on impact and alt fire delayed explosion?


(Kroad) #12

nope[/quote]

yes she does[/quote]
yep she sucks, which is why she’s been used in dirtycups by dmon, zfz, v586, pompoms (top 4 teams in last cup), as well as many other teams


(Szakalot) #13

nope[/quote]

yes she does[/quote]
yep she sucks, which is why she’s been used in dirtycups by dmon, zfz, v586, pompoms (top 4 teams in last cup), as well as many other teams

[/quote]

and did you actually watch how badly nader performed whenever someone tried to use it?


(riptide) #14

Truth of the matter is that the arm time and travel time were a huge nerf. People think it was a buff because they get more nades but it most definitely wasn’t. She wouldn’t be overpowered with infinite nades in her current state. All the changes did for her was make her more spam friendly.

They made it similar to the bio rifle in ut2k4. The direct hit depends more on your opponent than you and unlike ut2k4 it’s not even a sure kill. Bad design especially since this game is not floaty.


(fubar) #15

[quote=“Szakalot”]
and did you actually watch how badly nader performed whenever someone tried to use it?[/quote]

To clarify, we(dMon) only ever use her for secondary objectives, such as bridge or getting the E.V downed in combination with an Arty. Or else, when we feel like she could be useful to dish out a few nades into a choke point we’re struggling with.

That being said, nader sucks or perhaps no one in this entire community has figured out a viable playstyle for her yet. Either way, I suggested changes before, you can check the other 500 topics if interested.


(Szakalot) #16

She was almost viable in the last patch. But only because fragger was not yet nerfed. Nader from previous patch in the world of today’s Fragger could be viable. Though with a ‘1 assault rule’ and nader being assault, she will never be picked over fragger.

Fletcher does her job wayyy better, plus he is an engy, plus stickies are more versatile.


(fubar) #17

[quote=“Szakalot;20695”]
Though with a ‘1 assault rule’ and nader being assault, she will never be picked over fragger. [/quote]
You misinterpret the ruleset, but a lot of people do, it’s badly worded really. It’s 2 assaults per team, but only 1 of each assault. ie: 1 Fragger, 1 Nader are allowed, but not: 2 Fraggers or 2 Naders.

In fact, it was updated as I just noticed, a lot clearer now.

2.1.1 Mercenary Limits
We have a one of each Assault limit in effect. (Example: You may have one Fragger and one Nader in play, however you cannot have two or more Fraggers or Naders in play.)
That being said, I just realized you may have been referring to a general “1 merc limit” in a team, instead of the cup’s rules.

Absolutely. Fletcher IS the better Nader.


(incisiveDetour) #18

Since her nades are more visible, I like to think that she can also do temporary area denial, as well as objectives damage (EV etc). Still, Fletcher is much more versatile and better at the samey job anyway.

Maybe a smoke grenade to hide lines of sight, for example, instead of the meh martyrdom. Loved to use these in ETQW. The counter would be blind airtystrike or Vassili’s heartbeat sensor.


(Nail) #19

Red-Eye has a smoke canister


(Abolisher) #20

nope[/quote]

yes she does[/quote]
yep she sucks, which is why she’s been used in dirtycups by dmon, zfz, v586, pompoms (top 4 teams in last cup), as well as many other teams

[/quote]

I wouldn’t say no to this