Let's Talk Fragger.


(Solid Stache ~NaC) #21

[quote=“Jaeger;24687”]Having played with him I’m somewhat torn between the BR-16 and his K-121. The nades however, being able to cook them with him counting is really helpful.

The BR-16, though. I’m not sure if I actually do like it, It feels like it drastically alters his playstyle on a negative aspect. I can’t grasp Fragger using it efficiently enough, atleast not when I play with it; then again I do not know if I use it right, seeing as I end up going more mid-to-long range with it.

Would the BR-16 be a viable sidegrade y’reckon, or am I just dumb and shud uninstall better off using the K-121 overall?
Shed some light for me on this matter, that would be most appreciated!

EDIT: I’m also not sure about his run speed. He feels so sluggish to run with. Perhaps giving him a small buff with his speed would do wonders?[/quote]

Personally, I like him with the M4 since it’s buff, it allows him to fight in any engagement essentially. The M4’s fall off damage can be noticeable, but it still deals really consistent damage with extremely low recoil and spread at any range.

Needless to say, it’s way easier to control than the K-121. The few moments I have used this weapon since it’s nerf required me to ADS more often than I would have liked (especially in short-mid range combat) which reduces his mobility way too much.

With this weapon all of his load out cards have explodydendron, which makes his nades more lethal in groups of enemies and flushing them out of rooms. It also allows you to take out other assaults with dangerous weapons more easily.


(VincentRJaeger) #22

[quote=“Solid Stache ~NaC;24831”]

Personally, I like him with the M4 since it’s buff, it allows him to fight in any engagement essentially. The M4’s fall off damage can be noticeable, but it still deals really consistent damage with extremely low recoil and spread at any range.

Needless to say, it’s way easier to control than the K-121. The few moments I have used this weapon since it’s nerf required me to ADS more often than I would have liked (especially in short-mid range combat) which reduces his mobility way too much.

With this weapon all of his load out cards have explodydendron, which makes his nades more lethal in groups of enemies and flushing them out of rooms. It also allows you to take out other assaults with dangerous weapons more easily. [/quote]

Oh yeah. Explodydendron, totally forgot about that. And the M4 too, I can see how it makes Fragger an all-rounder. Guess I’ll have to try and get an M4-Loadout for Fragger and try that one out too then!


(lowkeyPlot) #23

Cooking nades is great. It gives fragger a high skill ceiling and gives players the ability to make amazing plays. The problem is that right now it’s just too forgiving. Getting kills with grenades is just way too easy. Fragger’s grenades should deal a lot of damage and have a somewhat large radius, but getting a 1 shot kill with them should require an almost direct hit. Currently, as long as the grenade is anywhere within 4 or 5 feet of a target, they’re dead, and that needs a nerf in my opinion.


(Hexa) #24

What i’m finding to be a problem with Fragger is grenade flight speed… It literally feels as if he throws them at higher speed than nader’s grenade launcher. I used play a lot of APB Reloaded and in that game 4 second fuse allowed player to throw grenade on distance up to 60m. If you’d throw grenade in Dirtybomb 60m it would likely still have 2 seconds of fuse time left, it doesn’t really differ from explosive bullet flying at your face.

While i am not saying “MAKE IT LIKE OTHER GAME COZ I PLAYED OTHER GAME MORE” i often find flight speed of thrown objects to be quite broken in Dirtybomb.

Frag grenade definitely needs some change to be done to it, today i’ve faced lvl 31 fragger and to be honest while he wasn’t any special in terms of aiming, about 40% of his kills were grenades as nobody nobody had chance to react to.

Other thing is, if dirtybomb uses generic Unreal Engine scale then default 180cm tall character is 96 units tall.
Grenade radius 240u
240u/96=2.5
2.5 * 180 = 450cm Radius/900cm Diameter

While most certainly grenade has some sort of faloff, throwing it cooked makes player(s) in vicinity pretty much unable to dodge it and likely makes it the most unavoidable and destructive weapon in DB.


(Szakalot) #25

@Hexa Maybe speed could be nerfed still, but did you know they were already slowed down by 25% two patches ago? : )


(avidCow) #26

It was like a rpg.


(Hexa) #27

Then i dont want to see its previous speed -.-’


(strawberryJacket) #28

Then i dont want to see its previous speed -.-’
[/quote]

You wouldnt see it anyway, it was this fast.


(VincentRJaeger) #29

Those were the times.

I do have to say however that, atleast personally, I’d consider that grenades are kind of meant to be -relatively- unavoidable if cooked properly, but that would as you say @Hexa turn Fragger into a potential death-machine. Given that you can now see the grenade mid-air, combined with the slower speed, I’d still say that they are fairly avoidable by the current time being, which to me does make his grenades quite balanced.

Mostly when I play Fragger, people who end up dying by a grenade are those who camp in one spot, so it’s definetly doing what it’s meant for, 'least from my gameplay with Fragsie : P