nerf all nades by 50 percent make it a shooting game not explosive game.


(asparagusMist) #1

the nades in this game are like many explosives to damaging.

now before all the rage happens how many times do you see people leading with the secondary nades ? some chars its basically lead with nade everytime.

if you want skill in the game and more fun nerf the nades make it about aiming not just tossing nades.


(Feley) #2

[quote=“asparagusMist;22431”]the nades in this game are like many explosives to damaging.

now before all the rage happens how many times do you see people leading with the secondary nades ? some chars its basically lead with nade everytime.

if you want skill in the game and more fun nerf the nades make it about aiming not just tossing nades.[/quote]

Altough many people won’t support you on this idea, you have my support…

But 50% is too much, I was thinking like 15-20% damage nerf, or little less spammy (cooldown, count of nades nerf), or radius nerf, which isn’t great cause some nades already have “minimum” radius…
I would most likely want that 15-20% damage nerf, so not all nades can one shot many mercs…
Example is when you want to play medic, but you don’t want to be one-shot by let’s say Fletcher… You are forced to play Sawbonez… Either that or stay away from Fletch or even Nader (for Aura and Sparks).

I know I am/was Fletcher player, but I would much rather play Fletcher if people wouldn’t speak around that he is noob one-shotter merc, which lead me to play Fletcher less than I used to… :confused:

But yeah, I agree, this game may be called Dirty “Bomb”, but it became too spammy with nades… :confused:

(Arty, Fletcher, Fragger, Kira, Nader, Proxy, Skyhammer, Stoker) [I didn’t count Thunder but I counted Kira, so it is somewhere half-way]

Those mercs are all nade/airstrike mercs, which makes it 8/18 mercs, not to mention 6 out of those 8 mercs are played commonly. Too much :neutral:


(Rewolf) #3

Nerfing damage will only lead to more spam cause then you would have to fire more to get the same damage. Increasing the cooldown is also a bad idea imo, because that would make the explosive mercs underpowered. Apart from Fletcher all explosive mercs have the right cooldown and dmg atm.


(Ctrix) #4

You need grenades to counter Aura/Rhino and general camping on the defender side.


(kAndyREW) #5

funny enough the general consensus back in the day was that fletcher was super useless and weak…

now everyone is saying he’s too strong. so which is it?


(Drcipres) #6

dirty BOMB


(RyePanda) #7

Well, you see, they won’t tell you this, but t he reason there are so many explosive based mercs that are viable is because splash damage needs the free advertising. So when a player hits someone with AoE damage, splash damage gets their name to pop up. Wake up people!

[spoiler]I’m kidding, on the subject though, 50% seems a little drastic, maybe increase cooldowns a bit.[/spoiler]


(Feley) #8

“A dirty bomb or radiological dispersal device (RDD) is a speculative radiological weapon that combines radioactive material with conventional explosives.” - from Wikipedia.

Anyways Dirty Bomb isn’t Dirty (dirty, messy, muddy) Bomb (granade launcher, sticky, frag, and other nades), but rather explaining what happened to London, and why were the mercs sent to fight (mostly with bullet-shooting weapons, because noone carries that much granades, as there are in this game [except Fragger and his backpack :P]) :wink:

Edit: Also I know you are kidding with that comment on bomb in title of game, but still don’t try to excuse nades in this game through title.


(watsyurdeal) #9

funny enough the general consensus back in the day was that fletcher was super useless and weak…

now everyone is saying he’s too strong. so which is it?[/quote]

I wouldn’t say he’s too strong, just a bit too spammy, a cooldown nerf would fix that completely.


(jemstar) #10

I love my Nader!!! Leave her alone I say :slight_smile: She was nerfed in last update or so. Different people and different Mercs have different skills that suit various game styles. I come from an ET background and was always rnader/engineer. So Nader is the perfect fit for me. There is skill in Nader, rarely do you get an instant kill so spam a few in the general direction gets results. Instinctive fire at known popular spots is also a great option.

If she is running with launcher out she is at a disadvantage in close quarters

As for other nades like Fraggers, they can be easily avoided unless cooked…and I think the cooking has been limited also.

Yes this is a shooting game, but set in a war of mercs. No war I know of only have rifles??? Maybe the redcoats I guess!!

Good players can counter nades. Being instant killed by a nade is no different to being instant killed by a sniper imo.

i believe the balance between mercs is about right, you have three to chose from in a match, so you can balance a team if short of medic or firepower.

Just my thoughts, not trying to offend anyone.

LONG LIVE NADER!!!

LOOOHAAA!!!


(tominatorx) #11

I see 3 really big problems with your idea (one of them is called Rhino btw).

  1. 50% is waaaaay too much. That would seriously reduce the usefulness of some of the mercs (especially those who don’t have something extra like being an engineer etc.). Mercs like Nader and Fragger would become less useful and that’s not a good thing if you ask me.

  2. Some of the mercs need that explosive power to be useful more than some of the other mercs that use explosives.

What you’re basically doing then is making Nader a lot weaker compared to the other “nade” based mercs. She doesn’t have as much health as for instance Fragger, she has a SMG instead of an assault rifle. Her really strong point is the nades she can fire. Fragger is pretty strong even without his grenade thanks to his heavier weapons and higher health. Reduce 50% of the damage and Nader would become completely useless.

  1. Other mercs would become overpowered.

(and I don’t use the word overpowered often, in fact this is probably the first time I use that word here on the forums).

Rhino + Aura can be a real pain in the *ss when they’re defending something together. If explosives do 50% less damage then it will be basically almost impossible to effectively deal with situations like that. Then you would need even more balancing => Rhino’s health would be reduced and then the purpose of a heavy but slow merc with a lot of health would go lost or you would have to nerf Aura’s station which would be detrimental for all the other mercs that want to use her station.

So no I think it would be a really bad idea to do that if I’m honest.


(SteelMailbox) #12

Just make em more skill based than just easy throws.
Maybe movement effects trajectory or something like that.


(Jostabeere) #13

Alrighty! A nade you need to aim, has a flying trajectory, a travel-time and arc needs less skill than spreadless automatic weapons. Sure thing! Nerf all nades!


(LifeupOmega) #14

OP, do you perchance only play in public? Y’know, where friendly fire isn’t a thing. Where you can freely spam explosives with zero repercussions. I think that might be the issue with your point of view.

[quote=“steelMailbox;135252”]Just make em more skill based than just easy throws.
Maybe movement effects trajectory or something like that.[/quote]

Your forward momentum already affects the distance on any merc who “throws” their ability though, it seems fine really.


(Sorotia) #15

A good Nader can be annoying, but only really gets truly annoying when in conjunction with lots of other explosives and such.

It just really sucks running into one with Fletcher on rotation, Proxy got buffs (If anything her mines are the most annoying explosive. (I think they need a slight radius nerf, because they’re so easy to trip a lot of people are playing her)), and then throw in Nader.


(PeneTraitor) #16

So, you really want a world where Rhino is god?


(Amerika) #17

funny enough the general consensus back in the day was that fletcher was super useless and weak…

now everyone is saying he’s too strong. so which is it?[/quote]

Fletcher, like Sparks, is definitely a late bloomer who people didn’t understand on release and wrote off only to have them come back strong later once people figured out how to use them effectively. There are a lot of characters in fighting games that similarly get written off early only to eventually be considered more powerful once they are figured out.

Fletcher is pretty strong. I’ve only recently been learning him and I wouldn’t consider myself a good Fletcher player yet but it’s not too hard to drop 45-60 people per side with him while also still doing all the things you need to do as an engineer. But I wouldn’t consider him OP at all. Just annoying to fight since you can’t fight him straight up.


(Feley) #18

Yet you miss enemy with nade and get tousands of +10xp splash damage notifications (not to mention Fraggers nade or Martyrdom or bunnyhoppying Proxy that is throwing mines and shooting them…


(Haki) #19

“A dirty bomb or radiological dispersal device (RDD) is a speculative radiological weapon that combines radioactive material with conventional explosives.” - from Wikipedia.

Anyways Dirty Bomb isn’t Dirty (dirty, messy, muddy) Bomb (granade launcher, sticky, frag, and other nades), but rather explaining what happened to London, and why were the mercs sent to fight (mostly with bullet-shooting weapons, because noone carries that much granades, as there are in this game [except Fragger and his backpack :P]) :wink:

Edit: Also I know you are kidding with that comment on bomb in title of game, but still don’t try to excuse nades in this game through title.[/quote]

Right, so the name “Dirty Bomb” is out of the way here.

What about Splash Damage ? :smiley:


(DMaster2) #20

She already got nerfed recently, there is no reason to do so again. Learn to play around her nades, she’s not OP in the slightest.