Small buff to the Grandeur - Idea Suggestion


(ProfPlump) #1

I’ll keep this short - currently the Grandeur does 40 damage per shot, but a lot of the time it does not do its full damage because it hits a body part that does not take as much damage. This is incredibly frustrating as often you can do a first shot headshot onto a Stoker (or any 120HP merc), and then when you go for the finishing bodyshot, they escape and survive on a miniscule amount of health. This is annoying as the gun is already a challenge to use, and now with the drop in the DPS down to Blishlok level of DPS, it is even harder to fire quick follow-up shots.

My suggestion is to simply remove the slight damage reduction that occurs when a Grandeur hits one of the body parts that does not take 100% of the damage, to avoid these situations where your opponent SHOULD have been dead, but their arm has blocked their torso and allowed them to limp away back to their medic, just to come back and kill you later.

(This could also be applied to the Dreiss - as that gun is fairly shite at the moment.)


(terminal) #2

[quote=“ProfPlump;28172”]I’ll keep this short - currently the Grandeur does 40 damage per shot, but a lot of the time it does not do its full damage because it hits a body part that does not take as much damage. This is incredibly frustrating as often you can do a first shot headshot onto a Stoker (or any 120HP merc), and then when you go for the finishing bodyshot, they escape and survive on a miniscule amount of health. This is annoying as the gun is already a challenge to use, and now with the drop in the DPS down to Blishlok level of DPS, it is even harder to fire quick follow-up shots.

My suggestion is to simply remove the slight damage reduction that occurs when a Grandeur hits one of the body parts that does not take 100% of the damage, to avoid these situations where your opponent SHOULD have been dead, but their arm has blocked their torso and allowed them to limp away back to their medic, just to come back and kill you later.

(This could also be applied to the Dreiss - as that gun is fairly shite at the moment.)[/quote]

There’s only two different body parts in dirty bomb; Head and everything else.
Hitting their arm does the same damage as hitting their torso.


(Drac0rion) #3

I believe someone did some testing and shooting at feet does slightly less damage.
(Starting knee level I or so.)


(solace_) #4

They could also add a half decent iron sight… But yeah, good idea. ProfPlump coming in strong once again! Too bad that none of the unique weapons for aimee we talked about never materialized, eh?


(Drac0rion) #5

Also the “nerf” really didn’t have any effect on Grandeur’s potential dps.
Take it more as a quality of life change. It’s now easier to control the spread for everyone, making it a little bit easier to get into for those who could never really handle the gun.
Spamming Grandeur at max RoF will make the shots go as wild as unscoped bolt action sniper rifles.

I definitely don’t think Grandeur would need a buff nor Dreiss. I’m not too confident about my skill with Grandeur, but I’ve played with quite many players who are crazy good with the gun. Lowering the skill ceiling for Grandeur even more would be fine, but buffing it would be ridiculous.

If we do happen to see the PDP get nerfed but Grandeur get buffed, the next DBN after the patch we’d see lots of Redeyes with Grandeurs instead PDPs and only because the gun would be overpowered compared to the rest.

People only consider Grandeur and Dreiss weak because Stark and BR-16 are just above what we’d consider average dps on weapons.
Burst rifles are just too effective at the moment, great at mid-long range and at close range, a triple burst does over 100+ damage for a headshot, about as effective as shotguns at that range in my opinion.


(watsyurdeal) #6

The only two buffs the Grandeur should get is a recoil reduction, so you don’t have to pull up as much after shooting, making getting those consecutive double headshots a little easier.

That and a sight that doesn’t suck.


(Drac0rion) #7

I love high recoil guns, as I find the more interesting and fun to handle, but I’m extremely terrible with Grandeur in very close range as I end up firing too quick and the spread gets so ridiculous I feel like I could shoot around a 90 degree corner…

Grandeur’s recoil however, never really considered it one of its issues.
But the sight… really is hideous. Don’t think anyone can argue with that. :stuck_out_tongue:


(BananaSlug) #8

i have mixed feelings, on one side i hate when skyhammer is still running after takeing 3 shoots, but on other hand that damage reduction makes sense


(Talonser) #9

I am pretty sure that the Grandeur has a small amount of damage fall off. It could be because it is classed as a semi-auto assault rifle (similar to the Dreiss) not having tracers and all.

I’ve found myself failing some long range headshots on Sparks’ and Auras, though it could also be due to the “try hard” perk.
Just speculation though, I could be wrong on this one.


(Dawnlazy) #10

You’d be able to avoid leg shots more consistently if the sights weren’t awful. I’m actually scared of how the Grandeur is gonna be if it ever gets a dot sight, Redeye with the PDP is already such a stupid merc.


(gseijn) #11

That’s the reason I wont play Redeye with the Grandeur now. That rate of fire drop just ruined the gun for me. I absolutely loved it with it’s original recoil and rate of fire. When they lowered the recoil my shot got worse and now with the rate of fire lowered I just hate that gun.


(ProfPlump) #12

To be honest I’m not that mad about Aimee not getting any unique weapons - she gets a very unique secondary ability that can combo so cleverly with her different weapons, and that is interesting enough for me. But if the Snitch had just turned out to be a spotting item that didn’t ‘tag’ the opponents, then she’d be a complete waste of space in my opinion.


(ProfPlump) #13

[quote=“Talonser;169807”]I am pretty sure that the Grandeur has a small amount of damage fall off. It could be because it is classed as a semi-auto assault rifle (similar to the Dreiss) not having tracers and all.

I’ve found myself failing some long range headshots on Sparks’ and Auras, though it could also be due to the “try hard” perk.
Just speculation though, I could be wrong on this one.[/quote]

Do you have the headshot ‘dink’ noise turned on? Because Sparks can’t have the Try Hard perk, so if you did get that noise against a Sparks but you didn’t get a kill then there is DEFINITELY a problem.


(ProfPlump) #14

[quote=“Watsyurdeal;169768”]The only two buffs the Grandeur should get is a recoil reduction, so you don’t have to pull up as much after shooting, making getting those consecutive double headshots a little easier.

That and a sight that doesn’t suck.[/quote]

Recoil doesn’t need to be changed - that’s something that can easily be countered by skill and is actually enjoyable to do so if you can overcome it. The problem is that, even if you can land shots on your opponent, they often don’t do the full 40 damage and THAT is terrible on a gun that relies on JUST doing enough damage to kill opponents.


(gg2ez) #15

[quote=“terminal;169577”][quote=“ProfPlump;28172”]I’ll keep this short - currently the Grandeur does 40 damage per shot, but a lot of the time it does not do its full damage because it hits a body part that does not take as much damage. This is incredibly frustrating as often you can do a first shot headshot onto a Stoker (or any 120HP merc), and then when you go for the finishing bodyshot, they escape and survive on a miniscule amount of health. This is annoying as the gun is already a challenge to use, and now with the drop in the DPS down to Blishlok level of DPS, it is even harder to fire quick follow-up shots.

My suggestion is to simply remove the slight damage reduction that occurs when a Grandeur hits one of the body parts that does not take 100% of the damage, to avoid these situations where your opponent SHOULD have been dead, but their arm has blocked their torso and allowed them to limp away back to their medic, just to come back and kill you later.

(This could also be applied to the Dreiss - as that gun is fairly shite at the moment.)[/quote]

There’s only two different body parts in dirty bomb; Head and everything else.
Hitting their arm does the same damage as hitting their torso.
[/quote]

Incorrect pal. Shooting feet is like minus 1 damage or something like that. I dunno, I’m unnatentive to these kinds of things :lol:


(terminal) #16

[quote=“gg2ez;170179”][quote=“terminal;169577”][quote=“ProfPlump;28172”]I’ll keep this short - currently the Grandeur does 40 damage per shot, but a lot of the time it does not do its full damage because it hits a body part that does not take as much damage. This is incredibly frustrating as often you can do a first shot headshot onto a Stoker (or any 120HP merc), and then when you go for the finishing bodyshot, they escape and survive on a miniscule amount of health. This is annoying as the gun is already a challenge to use, and now with the drop in the DPS down to Blishlok level of DPS, it is even harder to fire quick follow-up shots.

My suggestion is to simply remove the slight damage reduction that occurs when a Grandeur hits one of the body parts that does not take 100% of the damage, to avoid these situations where your opponent SHOULD have been dead, but their arm has blocked their torso and allowed them to limp away back to their medic, just to come back and kill you later.

(This could also be applied to the Dreiss - as that gun is fairly shite at the moment.)[/quote]

There’s only two different body parts in dirty bomb; Head and everything else.
Hitting their arm does the same damage as hitting their torso.
[/quote]

Incorrect pal. Shooting feet is like minus 1 damage or something like that. I dunno, I’m unnatentive to these kinds of things :lol: [/quote]
Source?


(Drac0rion) #17

That’s where I remember the damage differences from.

http://forums.dirtybomb.nexon.net/discussion/comment/139695/#Comment_139525


(Talonser) #18

[quote=“ProfPlump;170129”][quote=“Talonser;169807”]I am pretty sure that the Grandeur has a small amount of damage fall off. It could be because it is classed as a semi-auto assault rifle (similar to the Dreiss) not having tracers and all.

I’ve found myself failing some long range headshots on Sparks’ and Auras, though it could also be due to the “try hard” perk.
Just speculation though, I could be wrong on this one.[/quote]

Do you have the headshot ‘dink’ noise turned on? Because Sparks can’t have the Try Hard perk, so if you did get that noise against a Sparks but you didn’t get a kill then there is DEFINITELY a problem.[/quote]

I decided to head into a game with a friend to test this and I can say that he Grandeur does NOT have any damage fall-off. I was wrong in my last post. The merc I was playing against must therefore had either try-hard or a source of healing. Hope this clears a few things up.


(BananaSlug) #19

now after playing more: please add that i am bored of stokers that survive 3shoots


(LifeupOmega) #20

Also add this RDS to it.