Nade's martyrdom


(AssortedStuff) #1

At the moment if Nade gets revived after trigging Martyrdom she still explodes; and from a logical point of view it makes sense (since it is a grenade that gets dropped).
But could you guys at SD consider making it so that Martyrdom gets cancelled on revive, please?


(chippy) #2

More importantly, increase the delay from when dropped to being exploded.


(Protekt1) #3

Why should it cancel? The player made a mistake by triggering martydom when he was gonna get revived.


(Mustang) #4

There was some debate about this a while back, it was implemented as a grenade drop for ease and speed of coding something in there, given time it may change, but I doubt it’s super high priority, although the issue is known.


(AssortedStuff) #5

Completely agree, not a priority. But since I don’t read every thread I thought to mention it, just in case.
…and because I had it happen a few times recently.


(prophett) #6

This needs to happen. It should not be capable of exploding faster than a regular nade (3s?).


(RasteRayzeR) #7

Agreed. It’s a tactical decision that requires situation awareness.

Then the ability becomes useless because too easy to avoid.


(prophett) #8

[QUOTE=RasteRayzeR;516385]Agreed. It’s a tactical decision that requires situation awareness.

Then the ability becomes useless because too easy to avoid.[/QUOTE]

It’s current setup is far from ideal. Should at least double the current fuse.


(Mustang) #9

As a Nader how many kills do you get from Martyrdom, 1 in 10, 1 in 20?

It doesn’t seem particularly overpowered, the problem with the ability in CoD or other games is that you have no way to tell if a player has them or not, whereas we are easily able to identify a Nader and as such are able to modify our behaviour, i.e. keep more distance.


(chippy) #10

I think adding onr more bounce before going off would be sufficient, if the current blast radius is here to stay.