I figured this work in the Weapon Discussion since the Frag Grenade is technically a weapon.
So I thought, Pineapple Juggler should also have a sort of “early warning”. So when Fragger is cooking his grenade you get a warning so you have time to take cover or kill him before he can throw it.
(Also quick question, would Pineapple Juggler also work with concussion grenades?)
Just trying to make Pineapple Juggler useful, haha.
Possible Addition/Tweaking of Pineapple Juggler
or turn pineapple juggler into, nade resist. Like block 20-40% of incoming Frag damage or effect of concussion.
Can confirm it does, tested it yesterday in matchmaking.[/quote]
ok thanks
If it doesn’t already it should work on airstrike markers, sticky bombs and Nader’s grenades. Also I’m curious if you throw a grenade does it then count as your damage ie. I catch Fragger’s grenade and throw it at another enemy. Will it hurt/kill them or will the no FF prevent that? If I throw it at my team mate will it hurt them because it’s still the damage is still considered the enemy Fragger’s or will there be no damage because it is now considered mine and no FF means no damage?
I hope a caught grenade becomes my damage and doesn’t remain the enemies because if it is still theirs than that greatly reduces the perks already useless value.
I’m pretty sure that’s what Unshakeable does…[/quote]
Unshakeable is resistance from all the explosives, this will just affect nades
I’m pretty sure that’s what Unshakeable does…[/quote]
Unshakeable is resistance from all the explosives, this will just affect nades[/quote]
Well there shouldn’t be an augment that only effects one or two ability. That’s like if they made an augment that said “You take less damage from Fletcher’s Sticky Bombs”. I’d rather just have Unshakeable since those other perks are way too situational.
I don’t understand why you guys aren’t even reviewing my idea and just throwing out all your ideas. I’m fine with the sharing of ideas, but this thread was made for my idea and I’d appreciate it if you took a look at that and discussed it before being like “Meh, your idea sucks, why don’t you hear about my idea that’s way better than yours?” This is the same thing that happened on my Defib Augment suggestion. People looked at me like an idiot (even though my idea was actually a good idea), just because they thought any idea they had was gonna be way better than mine.
Sorry for ranting/whining but I had to get that off my chest.
Maybe they should just merge Pineapple Juggler into Unshakeable since I’m not sure what they could do to possibly make it useful.
You need to be aware of the loadouts that get affected by this change.
For example if you wanna play Proxy with the Hochfir, the KE12 is your go to loadout card since it has double time and try hard,which can get pretty useful on proxy. now adding unshakeable to that? there would be hardly any reason for me to use the shotgun loadouts if I get all those goodies in one loadout.
You need to be aware of the loadouts that get affected by this change.
For example if you wanna play Proxy with the Hochfir, the KE12 is your go to loadout card since it has double time and try hard,which can get pretty useful on proxy. now adding unshakeable to that? there would be hardly any reason for me to use the shotgun loadouts if I get all those goodies in one loadout.[/quote]
Applies only to mercs who already have Unshakeable, Pineapple Juggler would just be removed and replaced by something else on mercs that had Pineapple Juggler.
You need to be aware of the loadouts that get affected by this change.
For example if you wanna play Proxy with the Hochfir, the KE12 is your go to loadout card since it has double time and try hard,which can get pretty useful on proxy. now adding unshakeable to that? there would be hardly any reason for me to use the shotgun loadouts if I get all those goodies in one loadout.[/quote]
Applies only to mercs who already have Unshakeable, Pineapple Juggler would just be removed and replaced by something else on mercs that had Pineapple Juggler.[/quote]
I feel like you didn’t read what I said, but that’s okay… 
I read it, you’re saying in regards to mercs that have Pineapple Juggler. I’m talking about adding it to mercs that have unshakeable, it literally adds nothing of real value as it is now nor would it add much if given to mercs with Unshakeable. I’d understand if I meant that all mercs that had Pineapple Juggler would get the Unshakeable ability too, but that wasn’t what I meant. It would just be replaced on a card by card basis. It would be replaced with say Enigma.
I’m pretty sure that’s what Unshakeable does…[/quote]
Unshakeable is resistance from all the explosives, this will just affect nades[/quote]
Well there shouldn’t be an augment that only effects one or two ability. That’s like if they made an augment that said “You take less damage from Fletcher’s Sticky Bombs”. I’d rather just have Unshakeable since those other perks are way too situational.[/quote]
Hate to tell you, but bomb squad? Just for proxy’s mines (and maybe stickies laid as traps but that almost never happens). Untrackable is also very situational, same with guardian angel.
I’m pretty sure that’s what Unshakeable does…[/quote]
Unshakeable is resistance from all the explosives, this will just affect nades[/quote]
Well there shouldn’t be an augment that only effects one or two ability. That’s like if they made an augment that said “You take less damage from Fletcher’s Sticky Bombs”. I’d rather just have Unshakeable since those other perks are way too situational.[/quote]
Hate to tell you, but bomb squad? Just for proxy’s mines (and maybe stickies laid as traps but that almost never happens). Untrackable is also very situational, same with guardian angel.[/quote]
Ah, good point. Forgot about that. My opinion is still the same though. I don’t think that there should be an augment like that, but still just my opinion.
Early Warning sounds okay. This augment doesn’t really do anything in the game rn. Who doesn’t cook their grenades. It also can’t pick up naders or fletchers meaning you have to find a noob fragger that doesn’t cook his nades and run to the name and pick it up and throw it before the time is over?
I have a list I’d at somepoint like to turn into a thread with multiple augment discussion, but longer I wait the more people suggest the same ideas, hah. Which is nice though, this “cook-warning” was something I thought suggesting for making Guardian Angel a little more appealable. But since that already has quite a nice perk to it, unless something is done to make Pineapple throws more convenient, Juggler should definitely have something like this. It’d add up nicely to the ability too, since then you’d get a audiocue that someone around is cooking a nade => can call it out for team to watch out AND prepare to hot potato that lil’ bástardó back to sender.
Has anyone suggested resetting the timer on the grenades when you pick them up to throw back? Maybe that would be a tad op seeing as a good player could just dive on nades to send them back.
I really don’t think the augment can exist. Couldn’t even get an answer to how the damage works - if I somehow picked up an enemy frag grenade and through it another enemy will it hurt/kill them or do nothing (FF disabled) as it is still considered the enemy frag grenade?
Can confirm it does, tested it yesterday in matchmaking.[/quote]
So how i can throwback grenades?