Nader's Martydumb


(prophett) #1

Anyone else feel it’s much too fast now? If you run into her in close quarters combat and win the fight, it’s basically an auto-kill for the person you just fragged. It shouldn’t be able to explode faster than you can prime a normal nade…

Or maybe i’m just stupid…

[video=youtube_share;v7p7eroO_ck]http://youtu.be/v7p7eroO_ck[/video]


(meat) #2

ahh come on those were my best 2 kills!

It is fast right now, maybe a little to fast.
It was to slow, now to fast, just needs a little more tweaking.


(PixelTwitch) #3

well techincally even if it was slower you would have died there.

the problem is how soon she can drop the nade not how fast the nade blows.


(prophett) #4

[QUOTE=PixelTwitch;508330]

the problem is how soon she can drop the nade not how fast the nade blows.[/QUOTE]

It’s a little bit of both, one of which needs to be tweaked/increased. Increase drop time or increase time to explode.


(Mustang) #5

Yes it’s too fast, before it was too slow, somewhere inbetween would be fine.

(Or the too slow version, I don’t care for it at all :tongue:)


(Humate) #6

The speed is ok… Of all the times ive fragged someone with marty, I can only think of one situation where I thought it was a freebie. Most of the time, its the player’s conditioned reaction to gib with knife that gets them fragged.


(Sun_Sheng) #7

Nothing wrong with it at the moment imrho :slight_smile:
The only times I’ve died to it is when I’ve not been focusing properly. Sure it’s annoying, but it’s my fault for not concentrating enough


(potty200) #8

No Martyrdom is awesome. Call of duty use it.


(fzl) #9

i think martyrdom is ok now for nader


(montheponies) #10

lol - seriously if it has to stay make it a tad slower.


(BomBaKlaK) #11

yep ! way to quick


(tokamak) #12

I still think her backpack should explode in a cluster of nades flying everywhere. That’s less ‘haha gotcha’ and more ‘evacuate this area fool’


(Rokkamaisteri) #13

I just wonder why you step closer on Nader on this vid after you kill her. Shouldn’t it be obvious to take step back?


(prophett) #14

I’m stewpid.


(Humate) #15

If you fake the gib, they usually gib themselves. :slight_smile:

Occasionally you get a ‘switched on’ Nader, that plays dumb and doesnt bite on the fake though.
In that situation the instinctive thing tends to be to knife them after the fake… and then die.


(Glottis-3D) #16

too much spam coming from naders. way too much. 2 naders in a team - with our small maps is just annoying. (even 1 can be anooying if he is good)

i suggest to go to 5 instead of 6 nades. and a littlebit slower cooldown.

OR

2-barrel nade-launcher. with auto-reload after 2nd shot that takesd 1-1.5 seconds.
so that nades dont go 5-6 in a row, but they go in pairs.


(xdc) #17

i think the time is fine, your reaction to auto knife after a kill is what got you killed. you should know better not to knife a Marty after you kill them… there is a enough time to go in the opposite direction(not over the body) to prevent complete damage when you kill them in close range. some martys like to die on purpose in very close range but you can still prevent the dmg if you move quick enough. and since every nader has a marty you should already know


(INF3RN0) #18

I’d rather see Nader’s martydom eject a circular AOE of lower damage grenades (maybe 6-8) and doing a max of 20dmg. Best case scenario is you’re finishing your kill or softening up a choke before a push.


(Mustang) #19

Having tried from a Nader perspective as well now the speed of the drop is not a problem, but rather the initial delay before you’re allowed to use it after death is what should be increased. I also think the large AOE lower damage approach would be better.


(onYn) #20

I am not sure how that nade works. But for me it´s obviously triggered by a person.

For me it´s radius and or dmg is way too high. When I kill someone on close range, and don´t immediately run in the opposite direction I am almost certainly dead as well. The problem tho is, that there could be reasons why I can´t run back, for example other enemies, etc… Also I can imagine this happening in a small corridor where even if I won a fight on a longer range, and can gib the person easily with a pistol, it will consume a lot of time.
Not only that, but it can also lead to an enemy having an easy kill on me me since I either have used up a good ammount of my primaries ammo allready to kill and gib that person, or even swapped to my pistol to save my primaries ammonition. This allways can happen when you gib someone, but it´s just much more likely to happen when I gib for a longer time with a gun (unless there is a way to do it instantly with a gun too) then when I do it instantly by knife.

In both cases I not only waste time my team may need me at the objective, but also open myself up to get killed for a longer period then I usually would. In games that are purely for fun/pub I don´t see this being a big issue, but for competitive and ranked play I would like to see this fact taken into consideration when balancing this merc.