[quote=“Gi.Am;20940”]Uhm I’m fairly sure that direct hits don’t work the way you think majesticClue.
As far as I understand it a direct hit nade simple deals normal splashdamage and adds bonus damage to the direct hit. Meaning sure one person gets additional damage (if aura or proxy even instant death) but the rest stays the same wether the nade landed direct or right in front of the group.
Also you can’t reliable hit someone directly you can’t see. Hitting someone that is around a corner directly involves luck and even if you land the nade under someones feet the damage bonus doesn’t apply. Making for weak damage on an almost perfect nade.
That makes naders damage output unreliable. Fraggers and Fletchers nades are better because they deal enough damage that you don’t have to land them 150% on point and in addition have have mechanics that makes them hard to avoid.
Naders nades on the other hand are weak and easy to avoid and on top of that is nader an average fighter that brings nothing else to the game.
[quote=“majesticClue;20897”]
She’s an assault class, just like Fragger, but unlike Fragger her ability is her biggest strength, Fragger has his health and his primary, so let’s make it so her nade launcher is a fearsome weapon. [/quote]
I totally agree with that statement. We just disagree in the way to achieve this.[/quote]
Well personally I really do not think making her an aoe or bombing class as opposed to a direct hit killing class is the way to go. It takes skill and in the right hands is more devastating than anything Fletcher or Fragger could do, and a lot more flexible as well.
Trying to make her more reliant on her splash and spreading it out more quickly is only going to make her easier to use, but ultimately not more effective unless it’s on a pub.

