A hand-held launcher, capable of holding up to six explosive rounds at a time. These will detonate instantly upon impact with an enemy player, or after a short fuse has expired. Incredibly effective at clearing out rooms and deadly in the right hands.
Raise time: 0.4 s
Lower time: 0.1 s
Fire Rate: 100 rpm
Projectile damage: 75, 90 to Head
Projectile Damage Radius: 192
Projectile Lifetime: 1.4 s
Projectile damage inner radius: 32
Cooldown: 20 s
To avoid spitting salt, I’ll just say I tried to play Aura on Terminal for a game to quickly complete my 3 support missions and the enemy team had only two Naders…
All the stats above, I really don’t mind, but there’s something missing, minimum arm time. That is the thing that really pissed me off during my last game. I mean I was a step away to melee the **** and the next grenade launcher nade just deleted me.
Comparing Dirty Bomb to Wolfenstein: ET, I never remember having any explosive problems even though every class carried at least two grenades. But the issue isn’t in the explosives when it comes to Dirty Bomb, it’s the maps. Out of the current maps we have, most of them simply add more value to the explosives. Considering explosives, Dome and Trainyard might be the best maps we currently have.
I have 130h on Nader and it feels very consistent to me. You certainly couldn’t have been “a step away to melee” and die from a direct hit.