As the name suggests, I want to become a more efficient Nader. Anything ranging from strategies to movement patterns, timing ect. is appreciated. No noobie tips, I’m good at Nader, but I want to get pro.
Nader tips?
You probably already know this but I’ll go for it anyway, because it’s still nice to remind the basics. If a new players wants to find some tips about Nader and find your thread, they’ll be glad to read this.
First, get your finger out of the Martyrdom button : there’s too much players that martyrdom as soon as they are downed, catching no players and preventing the medic to revive them. A good Nader knows how to use Martyrdom carefully.
Be agressive : players tend to panic when they are rushed by Nader, mainly due to Martyrdom I guess. So don’t heasitate moving forward. On the other hand, do it intelligently. Rushing at a sniper in a straight line won’t get you anything but a free ticket to your spawn. Better exploit the movement system and flank.
A small reminder to the movement system : you can wall jump by jumping at a wall and pressing jump again. It works whatever the direction you are facing, so you can perfectly do it while looking at an enemy in order to try to evade some bullets. You can also make a long jump by running, and then quickly crouch + jump. Chaining long jumps with wall jumps will allow you to burst though corridors in a very fast way.
Don’t rely too much on the GL. It’s a liability if you don’t use it to attack around corners, from below, or at longer ranges. You may also not want to use all your nades in a row. Sometimes it’s better to save them to attack from another angle, or to attack/defend another point. Being unpredictable is a very good quality in a competitive FPS.
And don’t forget that your SMG is your primary. You should use it a lot more than your GL. Don’t forget that you have a GL too of course : it’s a bit sad to play Nader without using your nades once.
Nader, similarly to Fletcher and Fragger rely on controlling the engagement with AoE.
You can spam a nade or two to force an opponent to a position which you can capitalize on with your smg. Spamming more nades in a single area is useless, as everyone already moved away at that point.
Explore the map geometry, all walls can be used to put nades in unpredictable locations; avoid using ground to bounce nades, as it slows them down and makes their fly path predictable; the further you want the nade to bounce the higher you have to aim at the wall
If you want to score direct hits with nader:
- jump a lot, unlike SMGs, nades do not suffer accuracy penalties; you can wallspam quake3 style making you hard to hit while trying to score nade hits
- play peek-a-BOOM. Direct hit is 100damage, peek-fire-hide will give you 100hp damage potential with every peek, few weapons can counter this high effective DPS
- do not use nades when stuck in the open; unless when quickly crossing an area. It is almost impossible to score direct hits against dodging opponents in open areas, you will have next to nothing DPS while getting shot at with no cover
[quote=“Eox;72665”][quote=“Szakalot;72656”]
- play peek-a-BOOM. Direct hit is 100damage, peek-fire-hide will give you 100hp damage potential with every peek, few weapons can counter this high effective DPS
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I though a direct hit was around 90 damage. Are you sure ?
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i also thought it; but i always score one-hit kills against vassilis, except maybe when they have unshakeable? would love a Dev confirm one way or another! @Anti
Is nader worth it? I’ve been keeping my eye on her for a while.
It really depends on your playstyle. If you’re good at being an aggressive shock trooper, Nader is best.
[quote=“Eox;72635”]You probably already know this but I’ll go for it anyway, because it’s still nice to remind the basics. If a new players wants to find some tips about Nader and find your thread, they’ll be glad to read this.
First, get your finger out of the Martyrdom button : there’s too much players that martyrdom as soon as they are downed, catching no players and preventing the medic to revive them. A good Nader knows how to use Martyrdom carefully.
Be agressive : players tend to panic when they are rushed by Nader, mainly due to Martyrdom I guess. So don’t heasitate moving forward. On the other hand, do it intelligently. Rushing at a sniper in a straight line won’t get you anything but a free ticket to your spawn. Better exploit the movement system and flank.
A small reminder to the movement system : you can wall jump by jumping at a wall and pressing jump again. It works whatever the direction you are facing, so you can perfectly do it while looking at an enemy in order to try to evade some bullets. You can also make a long jump by running, and then quickly crouch + jump. Chaining long jumps with wall jumps will allow you to burst though corridors in a very fast way.
Don’t rely too much on the GL. It’s a liability if you don’t use it to attack around corners, from below, or at longer ranges. You may also not want to use all your nades in a row. Sometimes it’s better to save them to attack from another angle, or to attack/defend another point. Being unpredictable is a very good quality in a competitive FPS.
And don’t forget that your SMG is your primary. You should use it a lot more than your GL. Don’t forget that you have a GL too of course : it’s a bit sad to play Nader without using your nades once.[/quote]
Great, Thank’s mate! I’ll try using these movement tips.
[quote=“Szakalot;72656”]Nader, similarly to Fletcher and Fragger rely on controlling the engagement with AoE.
You can spam a nade or two to force an opponent to a position which you can capitalize on with your smg. Spamming more nades in a single area is useless, as everyone already moved away at that point.
Explore the map geometry, all walls can be used to put nades in unpredictable locations; avoid using ground to bounce nades, as it slows them down and makes their fly path predictable; the further you want the nade to bounce the higher you have to aim at the wall
If you want to score direct hits with nader:
- jump a lot, unlike SMGs, nades do not suffer accuracy penalties; you can wallspam quake3 style making you hard to hit while trying to score nade hits
- play peek-a-BOOM. Direct hit is 100damage, peek-fire-hide will give you 100hp damage potential with every peek, few weapons can counter this high effective DPS
- do not use nades when stuck in the open; unless when quickly crossing an area. It is almost impossible to score direct hits against dodging opponents in open areas, you will have next to nothing DPS while getting shot at with no cover[/quote]
Thanks for the tips! I’ll try to use the bouncing off walls more!
It has been a while since Nader was in rotation, so a number of people are starting to forget about Martyrdom. So at this moment, you can score few very cheap kills.
Additionally, when you are defending against the EV, it is the perfect opportunity to practice your long range granade launcher skills. The EV is a relatively large target, so it is easy to hit and you can still help out your team. It helps you to understand the arc of granade.
Now, if you love the Nader, feel free to just run around and granade stuff for fun. But if you got other mercs you also like to use, then I would say the best time to use a Nader is when the enemy team consists of mainly: Proxies, Auras, Sparks, or Kiras. One direct hit, or two in the vicinity, and those mercs are dead. And alternatively, if you are facing a lot of Fraggers then the Nader might not be the best merc for the situation. (Naders are also brilliant if the enemy team moves as one solid unit.)
Rhinos are still sweet 200-300 points of Combat Experience.
And yes, most of the time it works best to fire one or two granades at most before switching to your SMG or Pistol. Otherwise you will be just shooting granades at nothing, especially in close range combat.
Additionally Nader is quite brilliant at area denial. For example when you need to protect the C4. The opponents will not know how many granades you can spam after just one or two. So they will be forced to let the C4 tick and come after you. Which also works fairly well with healing stations, forcing enemy players to exit the healing radius.
And I would have to say that a good Nader never lets the team’s medic to revive them. =P Use Martyrdom, always.
I can’t stress enough that a Nader “should” be the most aggressive merc play-style wise. Martrdom needs to used as an offensive ability, nades alone gives you A LOT of opportunities to sway momentum of a match.
For example, doing massive damage to the EV, destructible objectives and clearing out healing station chokepoints or snipers.
One technique involves suppressing or even killing a few dug in enemies with nades, finish off what you can with primary weapon after. Then if you somehow still have enemies to kill, go in with the melee, then once they do kill you. BOOM goes the martrdom, easy kills and/or splash damage to enemies or objectives and deployables.
All the while you are rushing/strafing the enemies closing the distance until the satisfying “coup de grâce”. I’ve managed these to clear the way for the team to advance on the map.
If done correctly, you can at the very least break even K/D wise if that’s your bag.
It really depends on your playstyle. If you’re good at being an aggressive shock trooper, Nader is best.[/quote]
So i guess she’ll fit me. Also is it hard to get direct hits with her GL or just in general is it hard to use.
Yep. That Aura nest (healing station + a few mercs around it) that it’s there for some time and your team can’t destroy? Check the respawn timer and go martyrdom the crap out of it. Of course send a few nades off the wall on one side, go in from another with your SMG, and if they take you down happily press F.
Really practice bouncing nades. The amount of First Blood badges I get when defending on Chapel is ridiculous, just because I bounce them above the hangar door so they land behind the EV.
It’s all in the timing. Right off the bat you can do plenty of damage once you have a feel for when the enemy team gets to a certain point at the start of a match.
[spoiler]General - Deployables will block your Martyrdom like walls, you’ll destroy the deployable but if your trying to kill an aura behind her station she’ll be perfectly fine.
If you need to hit players on a higher level then yourself you can aim for the roof (if there is one) above their heads, the grenade will bounce downwards. I find this helps a lot during the final objective of Terminal when people like to go on the platform with the stationary weapon.
One thing I like to do with enemy Sawbonez or Aura is if I know they are around, I kill one of their teammates and shoot two or more nades to rest on or very near their corpse then immediately pull out a gun. If the medic doesn’t revive the ally, he explodes. If the medic goes for the revive, then both of them have a bad day. This requires timing but always puts a smile on my face.
Chapel - Attackers - During the countdown pull out your pistol or knife and run on the right path down the street. As soon as you have the entrance way near the bridge with the stationary gun in sight, fire a grenade so that flys into that room then immediately fire another one off the walls on the platform with stairs. Then you can choose to fire more while moving to the left or bounce some off the bridge entrance way. Most of the time you’ll soften one or more players up before they fire a shot.
Chapel - Defenders - By the time you run down the road to the intersection with the EV in sight there should be an engineer running toward the EV, one or two to the left and one to the right should help soften them up.
Also if there is a pesky sniper on the platform on the left side of the garage you can fire a grenade at the wall of the other building, bounce it into the area the metal sheet generally protects him.
Bridge - Defenders - During the countdown run with your knife down the road to the nearest path that goes down towards the back of the EV, once you see the doorway fire a grenade so it flys into the entrance way or bounces on the doorway. If a proxy went full out sprint chances are you’ll do damage. Immediately after you fire a grenade, switch to knife or pistol, then sprint to the room on the right side of the EV, you can fire a grenade through the two doorways, not a guaranteed hit but it should give your allies time to position.
In the building on the side across from the EV you can fire a grenade through the window on the right side of the building (which is the enterance way off the bridge).
Also if you see fighting on the staircase in the building you can arc your nades through the window on the left side, if your arc is high enough it will go down the stairs to the platform.
From this position you can also bounce grenades off the beams of the bridge to the top of the bridge, mostly for people who poke their heads out to fire at the EV.
Bridge - Attackers - When your at the end the bridge, in the tiny room with the staircase that leads up to the bridge you can bounce grenades off the wall so they land near or past the entrance way. This helps if there is any deployables or enemies that you need to kill or scatter without being in line of sight. Chances are you won’t get a kill but it will clear mines and tick off people enough to rush stairs where they are in perfect sight for a grenade direct hit + bullets.
Terminal - Attackers - Rush the tunnel, when you go up the stairs look through the doorway of the generator room, you’ll see a open entrance with a angled door, you can bounce grenades off that to hit the people rushing the generator room. It’ll keep them out and you might kill or soften one or two. You can also run past that door on the left side of it and angle your shots into the short tunnel.
If your team planted but you just spawned rush through the street (not the tunnel path), up the stairs and slightly down the path. If the enemy team is defusing you can arc your grenades down the path into the plant potentally killing the planter or the very least make him or her think twice. Unless you know where the plant is exactly don’t fire all of your nades at one spot unless you get a hit indicator. Even then if the next grenade doesn’t get an indicator that means the defuser moved to the other side of the plant.
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I got more but I think you get the idea. Best part about Nader is finding all the sweet spots you can bounce grenades, also direct hits are so rewarding.
Nader is made to force people out of an area. Abuse that a lot. People get out of the way if you throw ONE grenade, even if it won’t kill them.
Second, make sure to get close. Submachineguns are made to be used close to someone, and the distance will make it easier for you to land headshots (hello Hochfir).
Third, don’t use martyrdom automatically on death, unless you were already planning to use it. Keep your finger off it, but pay attention in case someone has a brain fart and crosses your path.