Nader and Jump Height -- A Thank You.


(ImageOmega) #1

I know this doesn’t need its own thread, but I love being able to keep track of topics. =]

Just wanted to say thank you for increasing the jump height! It’s made a huge difference already.

Also, I love the new soldier! I’ve heard a lot of people are giving you a hard time about her, but after playing with her for 20 minutes, I am loving dispensing the hot dog right into people’s teeth. Grant it, we only had a 3v3 or 2v2 going, but it was fun!

My only gripes are I feel she needs more secondary ammo and the hot dog dispenser could reload a tad bit faster. Possibly reintroduce a higher grenade damage radius? Seems way smaller now? Is that right? Oh, and maybe I was missing, but it doesn’t seem like you can direct hit a downed body to gib with the launcher. Correct?

The pluses are how direct those nades travel and how fast. I love bouncing them off the world to get kills. It’s great how I can bounce them off the backboard and they explode almost instantly.

As for the rest of the patch, I’ll post some real full and thorough impressions when I can get a full game going.


(Nail) #2

the bouncing nades are great, a fun reminder of W:ET


(INF3RN0) #3

I’d like to see some more reliable projectile control first, and then an increase in AoE radius whenever the grenade directly connects. I’d be okay with some slight increase in AoE by default too though. I think focusing on giving greater reward whenever a nade directly connects with a target would be the best way to give the weapon a good skill curve to work towards, but it needs some better handling to make that possible imo.


(ImageOmega) #4

What do you mean by reliable projectile control? Do you mean the bounce? Because I think the slight arc and instant-direct fire is perfect. Reminds me of when TF2 introduced the direct hit rocket launcher for the soldier.

I do think the direct hits should be a bit stronger…I think they do 75% damage to a medic right now? I’d like to see at least 80%. I don’t want to give away secrets, but I think (ammo providing) it can get really abusive in bigger servers and when you nade someone then switch to secondary to finish them.

Come on, I didn’t change your mind a little bit regarding what those grenades can do? =]


(INF3RN0) #5

[QUOTE=ImageOmega;461303]What do you mean by reliable projectile control? Do you mean the bounce? Because I think the slight arc and instant-direct fire is perfect. Reminds me of when TF2 introduced the direct hit rocket launcher for the soldier.

I do think the direct hits should be a bit stronger…I think they do 75% damage to a medic right now? I’d like to see at least 80%. I don’t want to give away secrets, but I think (ammo providing) it can get really abusive in bigger servers and when you nade someone then switch to secondary to finish them.

Come on, I didn’t change your mind a little bit regarding what those grenades can do? =][/QUOTE]

I’d like to hear back from you once you do play it on a full server or in a scrim/pug :wink:. By reliable projectile control I think the grenade could exit more promptly from the barrel and maybe a bit quicker (not sure about that one), but honestly I may be wrong because I only used it for a short time today. I’d like to see those “air nade” kills similar to TF2 set the standard for the most desirable goal to reach when using it. I just don’t see it being as useful as it could be, but I am open to someone with leet projectile weapon skills to prove me wrong :). I really like the concept of the weapon and I would very much like to see it be more rewarding to those who can land their nades directly onto a target on a consistent basis, air or bounced. If you can land an air nade on me I would gladly allow it to trigger a larger than normal AoE blast and send me to the grave lol. I’m a big fan of creative weapons like that which don’t give a crap about realism, and I respect them as an equal skill to track aiming.


(ImageOmega) #6

Damn, too bad the air nade I did land was on your teammate! =]

I do think the nades exit quite promptly. The biggest downside (besides a lack of ammo) was the reload time was a bit too long. Made me a sitting duck for quite a bit longer than I’d like. The best part is I went in thinking people would be using the launcher and getting kills like it was Modern Warfare or BF3, but that isn’t the case. I think the need for direct hits is the key for this to be an adequate weapon. I definitely see your point that the class is less than useful (as consistency would be a huge factor) than others.


(INF3RN0) #7

[QUOTE=ImageOmega;461306]Damn, too bad the air nade I did land was on your teammate! =]
[/QUOTE]

Yea I landed quite a few air nades today while testing it, but they were mostly within a very close proximity. If anything I am concerned about the efficiency of the weapon in general even at its best usage. If the goal is to land air nades then the reward should be equal to the difficulty. I think air nades should OHK, but I also think they should cause some significant AoE. I view the Nader as being there to bust up a choke point or hold down a choke point, such as door ways or hallways. The thing is that I am sure there will be players who will be able to land those air nades consistently, but I don’t think they will be rewarded enough for their effort- that’s why I want to see the larger AoE for those types of impacts. Having the weapon feel mediocre or just plain weak when you use it like the traditional CoD spam launcher is perfectly fine as long as people are aware of the reward from proper use. This is exactly what I wanted to see done with the typical ‘spam weaponry’ that people always want removed. There’s always a way to make it work.


(Protekt1) #8

I like the grenade launcher as it is right now. Its not really a face to face tool as it should never become that.

I think if you increase the AOE its going to be a rather effortless spam weapon since you could sit by an ammo depot and endlessly plug away at opponents not in your LOS to slowly take them out. If they do increase the AOE, I hope its not too much. The ROF is pretty high compared to RTCW/ET IIRC which I think required a reload between every shot.


(ImageOmega) #9

You know one consideration is that I don’t think all 12 starting rounds was enough to take down the EV from full to zero. Or is that a good thing?

I assumed it’d be strong enough to make a significant impact. It seems silly that the launcher nades are weaker than regular grenades. And also weaker than martyrdom (which can one shot someone).


(Evil-Doer) #10

Feel like if the grenades shot out just a little faster, it would be so much more fun :slight_smile:


(Erkin31) #11

I don’t like the grenade launcher, too spammy, needs a more longer cooldown between each shot.


(Nail) #12

no it doesn’t, works fine


(Evil-Doer) #13

I’m curious why you say it’s to spammy? And why it needs longer cooldown? If it doesn’t land on you it basically does no damage.


(Volcano) #14

if thats the case could it be used as a anti-ev weapon, increased damage to the ev with small splash damage but still does a tonn of damage to direct hits on players, might reward players for aiming the rounds rather than spamming them


(ImageOmega) #15

I am all for this. Seriously, the range of effect on the grenades from the launcher are REALLY low. And, they do less damage than the frag grenades (or even martyrdom). But, I’d LOVE for being rewarded for slamming those pineapples into some melons.


(Nail) #16

I think the rpg will be more effective


(Erkin31) #17

Because I don’t like it’s rate of fire which I find not adapted to the level design of maps(narrow). I would prefer grenades more effective but with a less spammy weapon.


(Evil-Doer) #18

I still don’t understand because I’ve sat next to 6 pineapples laying next to me and they basically do no damage, even if they are spammed. So if you direct hit them, they are effective, but when you spam them, they do next to nothing.


(DB Genome editor) #19

The way I read it, I think he wants the nades to be more effective (even without direct hit), but with a lower ROF to balance it out.


(Evil-Doer) #20

rgr that :slight_smile: I was a bit confused