Is Fragger OP?


(amberHarp) #21

@majesticClue
Agreed. Right now, frags can insta gib medium classes which should be changed.


(watsyurdeal) #22

[quote=“amberHarp;19368”]@majesticClue
Agreed. Right now, frags can insta gib medium classes which should be changed.[/quote]

Ok, let me be clear, Insta Gibbing or gibbing in general isn’t my issue

I’m talking about killing, straight up killing someone. I have no problem with all explosives gibbing if the person is already lit or near death anyhow.


(amberHarp) #23

@majesticClue
I ment instagibbing when full hp.


(watsyurdeal) #24

[quote=“amberHarp;19527”]@majesticClue
I ment instagibbing when full hp.[/quote]

In that case yea, Nader’s nades should only one shot lights, Fletcher’s Stickies, also, one shot lights if stuck on, Fragger, I feel due to the recharge rate and the likelihood you’ll land a nade just under someone’s feet to make it work, should one shot Medium classes.

And again, light is 80-100, medium is 110-120 imo.


(Reddeadcap) #25

The grenades general damage does seem rather high and what I guess must be the overkill damage one takes to be gibbed by a grenade is also really really low, I give you that.

Along with those the one thing that I really hope they change is having Fragger yell his “grenade out” lines when he pulls the pin rather than when the grenade is thrown, giving players a minor heads up as to how much time is left on the grenade if it isn’t thrown outright, Giving the players an obvious audio queue that the grenade is coming and them not backing away or trying to attack from a different angle, every character has one and players could take note and use them for an advantage, but for Fragger it does seem too late for lack of a better word.

At the same time there isn’t any other merc that reprimands you for putting away an explosive rather than using it outright, the only examples being Proxy and Fletcher, since their abilitites are a one time use rather than a healing/ammo station or turret.
sure, they’re expected to be walked over and activated by hand rather than cooked and thrown at players but one could quickly retrieve them rather than relying on the cooldown to finish again, putting them again on a cooldown even if its just 15 seconds seems wrong, its like having a Proxy mine dectivate rather than explode if it was shot by the player dropped it trying to quickly have it explode near enemies without worrying about the arming delay.


(Glot) #26

I remember, SD said that they want any merc combination to have chances against any other merc combination.
Right now, fragger is a must in a team.
SO he is a little OP. but he is in much better place now, than before.
I think i can live with it, even though fragger is mandatory and takes 1 slot in my team by default.


(distinquishedSandwich) #27

Imba.
Good chunk of HP, frag nades that make no sense when compared to other explosives in AoE damage, and his loadout cards aren’t bad with certain weapons, there seems to be at least 1 good one for each of the 3 types.


(GuiGuiiii) #28

As simple as it can be, just make the grenades explode after 5 seconds instead of 3(as it s now), so if you want to cook them perfectly, you’re 2s more vulnerable than currently, so you will throw them a little bit earlier if you’re not in a safe spot/getting shot at and give more chance to the enemy.