Let's talk about Grenade launcher


(HunterAssassin5) #41

I once had a game in bridge as the attackers, and on the last obj, on the second delivery item, the enemy team built a camp in the parking lot and wouldn’t let anyone deliver the damn thing. Held up for, what, 5, 10 mins all the way until the game ended. Yes, i tried emptying my entire mag of nades in there, no thunder didn’t exist yet then, neither did stoker.
Nader, overpowered? HAH! I’ve heard funnier jokes, like “rhino OP”, “proxy OP”, “sporks OP” and others


(Naonna) #42


Just imagine if people used Nader pipes the same way this guy uses the demo pipes. ‘-’; would be so spooky. (Also, Nader is fine. I’ve never felt cheated when I get killed by her ability.)


(SereneFlight) #43

COUGHPanzernoobsCOUGH


(Drac0rion) #44

@SereneFlight

Well, I guess, but most of the servers I used to play in had it usually limited to 1 player.
I think Panzerfaust and the mortar we’re probably the only weapons that had rather large explosions.


(Sir_Slam) #45

[quote=“RedBeard;157723”][quote=“Amerika;157540”][quote=“RedBeard;157410”][quote=“Haki;157394”]

direct hit does 15damage[/quote]

That hilarious!!!

That simply can not be the only number in that equation. The closer you are to an explosion THE lethality is increased LITERALLY exponentially. [/quote]

You aren’t quite understanding @RedBeard. The grenades do not explode unless they arm. If you are too close they don’t explode on direct impact and instead bounce off of you and then explode some time later. If you catch one of these nades when you’re too close for them to explode you take a small amount of damage.[/quote]

ahahahahaha So something at close rage with no explosion that has enough force to cave your head in easily only does 15 damage. point still stands! [/quote]

Well they have to punish you for using the thing to close to your enemy.

Also mini-guns dont exist like Rhino’s, theyre far too heavy and require a battery to power, making them useless for infantry to wield as such. Dont use your brain too much.


(Triptome) #46

Nader is balanced when it comes to her movement speed and health for me anyway, though dropping her health by 10 might make players more conservative when spamming here grenades in CQC with a greater risk to suicide.

I see a lot of complaints about the marty drop, but if you’re stupid enough to keep falling for the same thing without getting out of the way or learning to engage her at mid to long range well you deserve it. The radius of this is an issue though, if a nader drops right in front of you even a long jump doesn’t get you out of range.

Having nader start with a full mag in her launcher however is unbalanced, start of a chapel or bridge map when she is on free rotation, you will always come across 2-4 naders running in and grenade spamming choke points. Changing it so start not empty but with a minimal amount would make a vast difference.


(Szakalot) #47

[quote=“Triptome;159304”]
The radius of this is an issue though, if a nader drops right in front of you even a long jump doesn’t get you out of range. [/quote]

this is wrong, even rhino can get completely out of range by long jumping immediately. Nader has sth like a 1sec delay between dying and being able to to trigger martyrdom, which gives you about 2 sec to get out of the way

Having nader start with a full mag in her launcher however is unbalanced, start of a chapel or bridge map when she is on free rotation, you will always come across 2-4 naders running in and grenade spamming choke points. Changing it so start not empty but with a minimal amount would make a vast difference.

this is true for all mercs. Airstrikes, lazors, flames, nades, everything is fully stocked at start.


(MTLMortis) #48

…don’t rush choke points? It’s the same reason you don’t rush in and start repping right away, there’s always an air strike coming immediately.