Redeye's smoke vs. Stockers fire


(k0k0nat) #1

So Redeye can extinguish stokers fire, when its already on the ground.

Today I used the smoke grenade to cover an friendly engi @ C4.
But: An enemy stoker could throw his nade into my smoke and killed the engi with the fire. It spread like it normally does.

Is this supposed to be? Cant Redeye block incoming stoker nades with his smoke? ( When the smoke is already in the air)


(tokamak) #2

It would be cool if each could cancel the other. Whichever comes last nullifies the first.


(Humate) #3

Thats pretty cool, did not know it did that.
What about when its done as a friendly… so you throw smoke over the molotov, to conceal it?
Im guessing it cancels that out as well.


(prophett) #4

Same thing happens in CSGO with mollys/smokes - cool feature.


(spookify) #5

I have hit many a people with stockers fire and it doesnt kill them the just run away…


(Violator) #6

Yes, but sitting in the fire trying to disarm will get you killed. 3 Stokers with continual molotovs will get the job done - and can confirm smoke doesn’t nullify it.


(tokamak) #7

Exactly. Being able to deny an objective to the enemy for a couple of seconds like that can be a game-winner.

It’s also the only impact explosive in the entire game. If the explosion would be so lethal then that would be easily more powerful than Nader or Fragger.


(INF3RN0) #8

Counter abilities- let’s do this.


(NeroKirbus) #9

I remember in the older patch notes stating that redeye’s smoke will cancel airstrikes; I have not tested this however.


(Anti) #10

It’s been a while since these rules went in but as far as I recall:

[ul]
[li]Smoke will increase the dissipation rate of any already impacted Molotov[/li][li]Any explosive damage (including Molotov impact) will increase the dissipation rate of already deployed smoke[/li][/ul]
Pretty sure already deployed smoke will block airstrike markers as well, but can’t say I ever tested it personally :slight_smile:


(xdc) #11

give Stoker a alternative grenade “frost grenade”, that slows player movement down, and freezes the player it hits on direct impact for one second, should cancel out fire and smoke, and does no dmg.


(AssortedStuff) #12

An idea for an extra mercenary, perhaps?


(k0k0nat) #13

Nope, this rather should be a special card :stuck_out_tongue:


(tokamak) #14

A frost grenade should freeze all the enemies in the blast for two seconds but also make them bullet proof during that time.


(Mustang) #15

Caltrops nade and ice nade would be amazing, need more nades!


(Raviolay) #16

This is what I don’t get is this game going to be sudo-realsitc, or plane unrealistic. From a continuity perspective why would anyone have a drone strike or jdam strike, when you have a hammer of dawn strike. Same goes for the medic gun that fires lasers and never ran out of ammo, why have a gun that fires bullets and needs reloading.


(DB Genome editor) #17

We’re talking about mercs here, not an organized and unified military force, why wouldn’t some of them have access to tech that the others don’t have?

[ul]
[li]Maybe Kira has a good buddy who hacked her an access to that orbital laser satellite, if that gives her an edge on the competition, she certainly wouldn’t let others use it as well, no? [/li]

[li]Perhaps Spark’s revive gun is a prototype that never made into production, some loot from a previous mission…[/li][/ul]

Better background stories on the each of the mercs could flesh that out. In a back story context where all tech was readily available to everyone, then you’d expect to have all the mercs enjoy active camo (like Phantom), with self-regen and self-revive (like Phoenix) since there seems to be no reason why these abilities couldn’t be stacked with others and used by everyone. Since we don’t want that to be the case, the back story should be consistent with the uniqueness of these abilities.