Lock On for Nader?


(watsyurdeal) #1

“What would it do”

Reduce the arm time of the Grenades

“Why is this a good idea?”

Because if you’re like me and try to go for directs instead of firing a volley, basically instantaneous arm time, the moment it exits the Launcher it can deal damage on direct hit.


(Dawnlazy) #2

Replace Enigma with it in the CR83 card and it would be a fun loadout. Quick Draw + Lock On = dead before you know it.


(gg2ez) #3

Quick Draw + Lock on + Explodydendron = The perfect Nade Launcher.


(XavienX) #4

I can already see noobs calling for Nader nerfs and hacks if we implement this. But otherwise, sounds like we could give a try.


(3N1GM4) #5

+1


(Grave_Knight) #6

Quick Draw + Lock on + Explodydendron = The perfect Nade Launcher. [/quote]
Seems perfect; till you realize you kill yourself more often than you kill your enemies.


(gg2ez) #7

Quick Draw + Lock on + Explodydendron = The perfect Nade Launcher. [/quote]
Seems perfect; till you realize you kill yourself more often than you kill your enemies.[/quote]

If you’re an un-co 9yr old.


(terminal) #8

Sounds more like a nerf to me than an actual usable augment.
Nades are supposed to be hit directly for massive damage or fired at a choke from a distance away.
Giving lock-on means you have to get closer to that choke and risking gunfire.

I however, think that nades should insta-explode enemies on hit regardless of distance. This will get us into the mindset of “Hey, that guy’s right here, and I have a grenade launcher. I should shoot him and deal 90!” instead of “Hey, that guy’s right here, my nades are gonna bounce off him, better switch to my primary in a hurry and hopefully not die!”.