Shouldn't Nader nades explode on direct hit?


(ThunderZsolt) #1

Most likely a bug, but I’ve seen a lot of nades just bouncing back from enemies from both sides.

I was thinking about making it a feature, but I can’t really decide if this would be a good or a bad thing. Instakilling is BS unless it is a headshot in any case (looking at you, shotguns) but this renders Nader with her grenade launcher out as harmless as a Fragger cooking - the enemies don’t take damage for another 2 seconds.

However, if direct hits are removed, both Fragger and Fletcher become even more superior, and players who can land direct hits don’t get rewarded, and use Fletcher instead.


(hoyes) #2

What I know is that up to a certain range nader nades do not explode on impact with a body, and then past that they do. This was done to stop people from instantly winning a 1v1 against a light merc by just pressing ‘q’ at close range. It is ok, but personally I think the range could be further increased or nader be less spammy as she currently is, but have her nades do a bit more damage in their innermost radius(not direct hit).


(Eox) #3

Grenades will bounce off enemies if you are too close. It’s not a bug.


(ThunderZsolt) #4

Thanks for clearing that for me! There is no mention about fuse time in game or the wiki…
Could you give an estimation of the shortest range where they explode on direct hits?

EDIT: this means failsafe is a really bad augment for Nader. Why on Earth would anyone walk on their own rolling grenades?


(GatoCommodore) #5

[quote=“ThunderZsolt;c-222116”]Thanks for clearing that for me! There is no mention about fuse time in game or the wiki…
Could you give an estimation of the shortest range where they explode on direct hits?

EDIT: this means failsafe is a really bad augment for Nader. Why on Earth would anyone walk on their own rolling grenades?[/quote]

because with failsafe you can be running inside a room full of enemies and die an honoraburu death

(just like its name failsafe so you dont die from your grenade bouncing off walls)


(ThunderZsolt) #6

[quote=“sweetColumn;c-222124”]

(just like its name failsafe so you dont die from your grenade bouncing off walls)[/quote]

Yeah, but…

Other mercanaries with explosives (proxy, Fletcher and Fragger) can use alternative tactics, and failsafe increases their chance to survival drastically, or at least they don’t get gibbed by their own explosives. (Ever tried to rush in with a frag nade in your hand, kill 3 campers and survive? Or sticky jumping to weird places with Fletcher? not to mention shooting your own mines)

However, if grenades take 2 seconds to detonate in close quarters, they are literally useless, because it is more than enough time to kill poor Nader.
If they are useless in close quarters, the only 2 ways of taking damage from your own nades are either running on top of them, or as you’ve said, failing to aim them properly, which becomes irrelevant after a few hours (minutes if you played a lot of Demoman in TF2) of practice.

So in the end it feels like the tryhard augment from gen1


(Dawnlazy) #7

[quote=“ThunderZsolt;c-222116”]Thanks for clearing that for me! There is no mention about fuse time in game or the wiki…
Could you give an estimation of the shortest range where they explode on direct hits?

EDIT: this means failsafe is a really bad augment for Nader. Why on Earth would anyone walk on their own rolling grenades?[/quote]

Failsafe sucks period, one of the worst augments in the game and had no reason to not be cut out of gen 2 along the likes of Pineapple Juggler. Doesn’t even hold a candle to actually useful things like Quick Draw, Drilled, Unshakeable or Spares.