Nader


(triteTongs) #41

Can anyone with pineapple juggler answer this? If you pick up a nade and it explodes on you, will it kill your team around you?
I feel like pineapple juggler is pretty useless if you want to throw a nade. It would be more useful if you can pick it up and absorb the explosion so just you get gibbed.

Also FYI,
Found a nader yesterday. I ran over it. I forgot she had the ability for a fleeting second. As soon as I heard and saw the nade, I just did a long jump to clear her body.

No damage.

Compare that to the one proxy player I saw standing a foot away from nader shooting smg bullets into her body to finish her. Nader pulls martydom and the proxy dies.

Mostly agree. She’s the most useless merc so far out of everyone. Medics usually can’t revive her since she kills herself, she can’t drop ammo and she is pretty weak at what she does.

Her only real use for the nade spam is to clear out a healing station setup. But a fragger can do this as well.

Unless her real goal is to just soften everyone up for others? The assist queen, if you will.


(avidCow) #42

Trolling downed Naders by sprinting at them with knife out, then backing off as you get into grenade range. Repeat as necessary.


(Glot) #43
  1. Direct hit bounce-off should be reduced to lesser distance. (pointblank). I mean you did get a direct hit, and next thing you know - nade bounces off, you got smashed by enemy even before that stupid nade explodes!
    Personally id like this to be removed completely. But i do not think this will happen.
  2. Introduce nade-boost, for real area-denial. (several nades get shot with some spread simultaneously)

(Szakalot) #44

[quote=“Glottis-3D;19763”]1. Direct hit bounce-off should be reduced to lesser distance. (pointblank). I mean you did get a direct hit, and next thing you know - nade bounces off, you got smashed by enemy even before that stupid nade explodes!
Personally id like this to be removed completely. But i do not think this will happen.
2. Introduce nade-boost, for real area-denial. (several nades get shot with some spread simultaneously)[/quote]

I think the danger of ‘1’ is that now grenade launcher becomes an explosive shotgun, like UT flak gun. Guess they didn’t like how easy it was to one-two everyone at close range.

I like the idea of ‘2’. Imo either grenade launcher should have two modes:

  • fast RoF bouncy nades
  • slow RoF (bigger arc?) explosion on impact

(Glot) #45

[quote=“Szakalot;19772”][quote=“Glottis-3D;19763”]1. Direct hit bounce-off should be reduced to lesser distance. (pointblank). I mean you did get a direct hit, and next thing you know - nade bounces off, you got smashed by enemy even before that stupid nade explodes!
Personally id like this to be removed completely. But i do not think this will happen.
2. Introduce nade-boost, for real area-denial. (several nades get shot with some spread simultaneously)[/quote]

I think the danger of ‘1’ is that now grenade launcher becomes an explosive shotgun, like UT flak gun. Guess they didn’t like how easy it was to one-two everyone at close range.

I like the idea of ‘2’. Imo either grenade launcher should have two modes:

  • fast RoF bouncy nades
  • slow RoF (bigger arc?) explosion on impact
    [/quote]

i as well thought of this kind of 2 fire-modes. Bouncy and explode on hit.
So that Nader can make some combinations of those. Drop a time-based nade to distract enemy, and then switch to direct hit nades and finish


(Gi.Am) #46

I would like to see a change away from the whole fuse system.
First of it’s rather frustrating to be in a close range fight with a proxy and watching 3 nades bounce off of her (only thing worse is seeing your nades bounce off of teammates that stepped in the line of fire), So yeah nade hot when shot would be welcome and it would be balanced since at that close range it would damage you aswell, as it does now when it bounces toward you after hitting that proxy.

Other thing I noticed missing perfect arc shots that where supposed to flush out hardend defensive positions on chaple and trainyard (read sniper and mg nests) because the nade explodes midair.
Instead I would like to see a 1 bounce and than explode mechanic, that might kill the odd tripple bounce skillshot. but I rather have more consistence at hitting stuff in my line of sight.


(Szakalot) #47

Even though I love scoring direct hits, I wouldnt mind if they were removed completely, and went for a Quake3 style: high RoF bouncy-bouncy, for pure AoE denial.


(Glot) #48

afair, in Quake3 direct grenades exploded on hit.


(Szakalot) #49

afair, in Quake3 direct grenades exploded on hit.[/quote]

oh you are right. though ti would rarely happen due to player’s speed, so i meant the way people would use nades to deny pickups or certain passageways


(fubar) #50

afair, in Quake3 direct grenades exploded on hit.[/quote]

oh you are right. though ti would rarely happen due to player’s speed, so i meant the way people would use nades to deny pickups or certain passageways
[/quote]

For that we’d have to see the current nades’ damage being trippled. They already work… almost the exact same, the pay off just isn’t there.


(Ardez1) #51

afair, in Quake3 direct grenades exploded on hit.[/quote]

oh you are right. though ti would rarely happen due to player’s speed, so i meant the way people would use nades to deny pickups or certain passageways
[/quote]

For that we’d have to see the current nades’ damage being trippled. They already work… almost the exact same, the pay off just isn’t there. [/quote]

Tripled? Well that escalated quickly. If they buff damage more than a little, then they would need to withdraw the buff on CD and quantity I think. I don’t think a merc should be downed with a single nade. 2-3 makes more sense with the type of role she is filling. If you tripled the damage you would rarely see a Fragger again. She would just be OP.


(Szakalot) #52

lol triple damage would one shot anything


(fubar) #53

100 [direct impact]
1-99 [splash damage]
50 [splash damage]

Operation

150 units radius splash damage
2.5 seconds of grenade fuse
Projectile bounce rate of 0.5 

Rate of Fire

75 rpm (1 grenade per 800 milliseconds)

You misread me, this is not what I want nader to be. Nor any intention of such. I’m merely pointing out that if you wanted Quake’s nades, the splash damage would have to be up’d by a lot. I want naders’ damage increased and quantity/firing rate drastically reduced, more along the lines of ET’s Rifle… But hey, that’s just me.


(watsyurdeal) #54

I just wanna kill a Vasilli with a Direct Nade, that is all.


(Szakalot) #55

I played Nader for the first time since the change: she is basically unplayable atm.

It was really hard to get any direct hits, even against new players with very simple movement. Its gonna be pretty much impossible to get any hits against high-skilled opponents.

Imo RoF buff would be very welcome, so it is not as risky to pull out the launcher in the middle of the fight. Atm. against equally skilled opponents its always better to just use the SMG, at which point you might be playing a medic or an engineer. Fletcher is waayyyy better at killing with his stickies, plus he is an engineer.

I’d definitely prefer higher RoF to make the launcher deadly, and be able to quickly carpet-bomb an area with nades for an actual effect on gameplay. Cooldown ‘buff’ just made nader spammy on pubs, but will have no effect on comp; except some specific C4-denial spots, like on terminal containers & wall


(Glot) #56

totally agree! =))

imho less ROF and more DMG is the way to go.
speed is very nice, it is hard to direct, and it should be.

but Nader is not in a good place yet. She is a dummy againts good players.

also would like to see her cooldown hugely reduced by direct-hit ammo-packs. for more merc interactions.