Let's talk about Grenade launcher


(Drac0rion) #1

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.


(grandAnemone) #2

Yea that instant explode on impact is in my opinion is still kinda overpowered. A few grenades into a room and everybody dies,its just mindless shooting into corridors or tight spaces. Making it a walk in the park for naders to just spam their grenades into a corridor/room/c4 especially the fact that you have 5 grenades in your magazine.


(sgtCrookyGrin) #3

Nader is strong because CQC is her forte, I don’t really see anything wrong especially since her SMGs are much better as “weapons” than her nade launcher. (Think of the nade launcher as more of a tactical killing tool instead of weapon)


(watsyurdeal) #4

Nader’s purpose is bombing, essentially a walking mortar machine.

Her job is to shoot nades into common spots to flush out enemies or kill stubborn campers.

Thing is her nades come back fast, and it feels like she is always able to just spam a shot off on you.

I feel like it could be buffed in certain areas, but only if we change how it works on a basic level.

For example, should she be able to use it all the time? Or be able to use it for x amount of seconds, every y seconds.

For example, what if we changed it so she had 10 seconds to use her nade launcher, or use all 6 shots of it. Then she gets a 15 second cooldown, if you’ve played Destiny, the Golden Gun works like this. You get either 3 shots or 10 seconds to use the ability before suffering a cooldown of 4 minutes.

I was thinking something similar could work here, this way the nade launcher can be buffed to be incredibly effective, but not nearly as spammy or easy to use as it is currently.

I also think that this could be used as a means to balance her martyrdom. Or just give that it’s own cooldown.


(RedBeard) #5

They nerf and people still complain. Sweet Jesus get some intestinal fortitude and learn to deal with other mercs. Oh wait its DB just whine until they neft it again. hahahah This game!


(triteCherry) #6

[quote=“Watsyurdeal;155108”]
For example, what if we changed it so she had 10 seconds to use her nade launcher, or use all 6 shots of it. Then she gets a 15 second cooldown…

I was thinking something similar could work here, this way the nade launcher can be buffed to be incredibly effective, but not nearly as spammy or easy to use as it is currently. [/quote]

So where is the “the nade launcher can be buffed to be incredibly effective” portion of your comment?


(Ritobasu) #7

Nader doesn’t need any more nerfing or changing, limiting her ability to be used under a strict time limit and a lengthy cooldown is a terrible idea. The recent patch has hardly changed how she plays, because a good Nader is still gonna use grenade volleys to soften up and flush people out/land direct impact shots, and the majority of her kills still come from her primary. Naders who just use their grenade launcher exclusively as their primary are the only ones who saw a reduction in effectiveness, which is how it should be

It’s free Nader rotation, you’re gonna get a lot of pubbies spamming grenades. If you’re a squishy class, dodge them and shoot back or don’t play a squishy class if you can’t.


(watsyurdeal) #8

[quote=“triteCherry;155141”][quote=“Watsyurdeal;155108”]
For example, what if we changed it so she had 10 seconds to use her nade launcher, or use all 6 shots of it. Then she gets a 15 second cooldown…

I was thinking something similar could work here, this way the nade launcher can be buffed to be incredibly effective, but not nearly as spammy or easy to use as it is currently. [/quote]

So where is the “the nade launcher can be buffed to be incredibly effective” portion of your comment?
[/quote]

6 Nades, 100 damage, increased radius, all those things could be applied.


(triteCherry) #9

[quote=“Watsyurdeal;155158”]
6 Nades, 100 damage, increased radius, all those things could be applied.[/quote]

Going to have to be quite a bit to lose the versatility that is has now.


(watsyurdeal) #10

[quote=“triteCherry;155161”][quote=“Watsyurdeal;155158”]
6 Nades, 100 damage, increased radius, all those things could be applied.[/quote]

Going to have to be quite a bit to lose the versatility that is has now.

[/quote]

Thing is, that versatility you speak of is why people are so annoyed by it. The same reason people get so annoyed with Fletcher, it just seems spammy with no real thought behind it.

At least in this manner, you get a huge amount of power but it doesn’t happen often to the point where it’s annoying.

For the record, I’ve played a lot of Nader, but even now it feels like I can get away with using her nade launcher very frequently.


(Drac0rion) #11

I didn’t create this post to complain about Nader, I’d actually just like more, or rather better information on her grenade launcher.

While Fletcher stickys are consistent as you can assume when it is being detonated and how big of a window you have during that and you can actually destroy stickys, even mid-air or after a short delay when they’re being thrown.

After being ragdolled by two Naders for an entire match, I just feel my information lacking on her. Sometimes grenade launcher nades explode on impact, sometimes they even bounce off me, I just get the feel it’s inconsistent, because I’m not exactly aware of the limits of the grenade launcher.

While I personally would prefer if both the sticky bombs and grenade launcher were a little bit more situational than free kills off cooldown, taking ranked 5vs5’s into consideration I really don’t mind how much these abilities can be spammed as the counterplay that exists is sufficient.


(MarsRover) #12

[quote=“Dracorion;155167”]After being ragdolled by two Naders for an entire match, I just feel my information lacking on her. Sometimes grenade launcher nades explode on impact, sometimes they even bounce off me, I just get the feel it’s inconsistent, because I’m not exactly aware of the limits of the grenade launcher.
[/quote]

The minimum direct hit distance may be one of the few not bugged things in this game :slight_smile: 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.

The nades have two “trigger points”. One is for a direct hit and is shorter. The second one is normal detonation and it’s longer. So that may feel inconsistent if you haven’t used her or aren’t paying attention.


(triteCherry) #13

[quote=“Watsyurdeal;155164”]
Thing is, that versatility you speak of is why people are so annoyed by it. The same reason people get so annoyed with Fletcher, it just seems spammy with no real thought behind it.

At least in this manner, you get a huge amount of power but it doesn’t happen often to the point where it’s annoying.[/quote]

The reason why currently people are annoyed, which happens nearly every rotation, is that there is an excess of the same merc on the same team. The bad Naders spam all of their shots and that is what your promoting, use up your rounds or you lose them all. Not every situation will have the enemy turtling in an area nor will you need to use all of your shots for what you want to do.

Most of the time I only need 1-2 shots to do what I want to do, I generally save the rest for when I need them. The nades operate in a way that gives people quite a bit of reaction time if they are paying attention, I’ve been on many different characters and had no trouble avoiding Nader grenades because of the fuse time unless in a tight spaces (which is basically what it was made for).

You can add stats to make up for it’s lack of versatility but your just going to **** off more people and as soon as a rotation comes around it’s going to be the same thing over again.


(Drac0rion) #14

[quote=“MarsRover;155171”]
The nades have two “trigger points”. One is for a direct hit and is shorter. The second one is normal detonation and it’s longer. So that may feel inconsistent if you haven’t used her or aren’t paying attention.[/quote]

Thanks for the information, didn’t really get too interested in the merc so I haven’t really played her too often since WTD event. I prefer to challenge myself with more difficult weapons/mercs if I’m playing in pubs.


(pinkOrchid) #15

People are just mad cuz she is on rotation right now, it’ll blow over.


(CCP115) #16

It seems having two or more Naders on a team is exponentially harder to play against than most other mercs (excluding Stoker and Aura.) I think the easiest nerf would be either capacity or cooldown.

To be honest, once you know they have a Nader, it becomes a lot easier to play around that.


(RedBeard) #17

Don’t forget if you die while firing the launcher the gunpowder suddenly forgets how to have a chemical reaction.


(MarsRover) #18

That was a bug that the latest update fixed.


(RedBeard) #19

That was a bug that the latest update fixed.[/
Really now? I haven’t played nader since the nerf. I try to avoid the recent mercs. Mass nerfing while there are issues to be fixed is not a good answer.


(Ritobasu) #20

Again, Nader wasn’t really nerfed. I’d almost say this was deserved, at least squishies and people trying to dance around non-impact nades have a slightly better chance of surviving if the Nader isn’t there to finish them off with her primary

I also just realized you made a pun, hue