Pineapple juggler


(Drcipres) #21

[quote=“LCTR;109352”]Ok - hear me out - we keep it, but it changes your grenades to pineapples…

(cosmetic effect only, throwing actual pineapple seems a bit under powered)


[/quote]

You think pineapples are underpowered ?


(Grave_Knight) #22

Just so you know, they have stated they are working on changes to this perk.


(Drcipres) #23

I know, and in the trade in, but I guess they had to release the new pineapple juggler this last update but No No !


(Monty) #24

How I feel about pineapple juggler: http://forums.dirtybomb.nexon.net/discussion/15796/loadout-augment-pineapple-juggler-a-honest-suggestion#latest


(MarsRover) #25

I can’t see how you can change this perk to be useful outside of some auto-aim level BS.


(Monty) #26

I can’t see how you can change this perk to be useful outside of some auto-aim level BS.[/quote]
For example, by granting players with that perk a pineapple. An actual pineapple they could drop, place, or throw somewhere. Perhaps make a domino line to warn of intruders, or hide mines underneath.


(SiegeFace) #27

Didn’t even think it worked, never was able to actually throw back a grenade with the augment on. I say make it work xD.


(Drcipres) #28

Who will risk his life to throw it back ? You have 3 secondas maximum to throw it back, and I think you have to be on top of it, like if you press F as a medic to revive someone, during the animation, the countdown will keep ticking probably.


(Telzen) #29

Can’t believe they’ve left it in for so long. Please just replace it with something that isn’t a complete waste.


(SiegeFace) #30

Who will risk his life to throw it back ? You have 3 secondas maximum to throw it back, and I think you have to be on top of it, like if you press F as a medic to revive someone, during the animation, the countdown will keep ticking probably.[/quote]

Probably explains why it never “worked” as im never directly on top of a nade unless it has been cooked and waiter-ed onto my table so to speak.


(Talak) #31

In the 341 hours I’ve played this game. I have never thrown back a grenade. Mostly because I only have one Proxy and Red Eye card that have it and I use other cards.

I didn’t even know it was bound to the F key. Really Splash Damage? Another function for the F key? As if disarming c4 wasn’t difficult enough when wounded teammates are laying on top of it…


(Grave_Knight) #32

I can’t see how you can change this perk to be useful outside of some auto-aim level BS.[/quote]

Allow it to be used on all thrown explosives including Frag Grenades, Smoke Grenades, Airstrike Markers (I’m not really sure this would be balanced actually), Concussion Grenades, Sticky Bombs (so long as they’re not stuck on yourself), and grenades from the Grenade Launcher. Also add a context indicator when you’re near an explosive you know you can use said Perk with (and how to use it).

And maybe allow to use it on explosives in mid flight; how funny would it be to throw Fletcher’s Sticky Bomb back at him just as he’s about to trigger it?

Might even make it so you can use it on Proxy’s Mines…technically. That’s assuming you can get to them and toss them before they explode.


(Drcipres) #33

I can’t see how you can change this perk to be useful outside of some auto-aim level BS.[/quote]

Allow it to be used on all thrown explosives including Frag Grenades, Smoke Grenades, Airstrike Markers (I’m not really sure this would be balanced actually), Concussion Grenades, Sticky Bombs (so long as they’re not stuck on yourself), and grenades from the Grenade Launcher. Also add a context indicator when you’re near an explosive you know you can use said Perk with (and how to use it).

And maybe allow to use it on explosives in mid flight; how funny would it be to throw Fletcher’s Sticky Bomb back at him just as he’s about to trigger it?

Might even make it so you can use it on Proxy’s Mines…technically. That’s assuming you can get to them and toss them before they explode.[/quote]

Maybe an easy way to take explosives will be running over, without pressing anything, that will make you lose time, that will kill you


(Maggot) #34

I think simplest, and most practical answer is that Pineapple Juggler needs to go the way of Throwing Knife. I know the devs keep saying they don’t want to do that, because people paid for loadouts, and whatnot… But honestly, its a lame excuse, no-one brought their loadouts for Pineapple Juggler, and if they did I am 99% sure they were horribly disappointed when they attempted to make use of it. I don’t think anyone will be sad to see it go.


(Grave_Knight) #35

It’s by far the easiest and laziest answer especially when they said they are working on a change to it. As for throwing knives, they never said it wouldn’t return only that they are not bringing them back in the form they had it before. They have even given strong indications of making it an ability for a future, yet to be planned, merc (would be great for a speedy samurai theme merc).


(MTLMortis) #36

Easiest way to make this thing worthwhile is to have the merc AUTOMATICALLY pick up the nade/marker and toss on left-click. Other than that, this perk is completely useless and has been since it was implemented.


(Maggot) #37

Still be highly situational even then. Most of the time when a Fragger/Thunder nades you, its well cooked so you wouldn’t have the time to toss it back. Nader’s explode on impact and have a short fuse, Fletcher can simply detonate them at will. I really just don’t see a place for Pineapple Juggler in this game.


(Drcipres) #38

Still be highly situational even then. Most of the time when a Fragger/Thunder nades you, its well cooked so you wouldn’t have the time to toss it back. Nader’s explode on impact and have a short fuse, Fletcher can simply detonate them at will. I really just don’t see a place for Pineapple Juggler in this game.[/quote]

Will be cool to been able to take mines and airstrike markers or smoke