The Cold Hard Truth About Fraggers Nade...


(Szakalot) #41

[QUOTE=NeroKirbus;526031]Thunder is my favorite assault by far, but he simply outclassed by fragger due to his nade. If he is able to have immunity with his own conc nades, then it will make him at most just as good. if that isn’t happening, then at least give him 10 more hp (total 170) to make him that much tankier than fragger.

I still want some sort of debuff to objective actions if hit by the conc nade as well so there would be a purpose to use it on people planting objectives at the least.

Didn’t mean to de-rail the discussion, just wanted to throw in my 2 cents.[/QUOTE]

What he said.

Fragger vs Thunder is Fragger everytime, good luck dodging that nade as thunder.

Conc. immunity or partial immunity is imo necessary to make thunder viable, and would make him a much more fearful slayer: what fragger is atm.


(Protekt1) #42

[QUOTE=NeroKirbus;526031]Thunder is my favorite assault by far, but he simply outclassed by fragger due to his nade. If he is able to have immunity with his own conc nades, then it will make him at most just as good. if that isn’t happening, then at least give him 10 more hp (total 170) to make him that much tankier than fragger.

I still want some sort of debuff to objective actions if hit by the conc nade as well so there would be a purpose to use it on people planting objectives at the least.

Didn’t mean to de-rail the discussion, just wanted to throw in my 2 cents.[/QUOTE]

I feel like his weapon is better. Granted, I could just be recalling it wrong, but doesn’t he have a slower rof but harder hitting weapon?

Also, I would argue that concussion grenades aren’t weaker than frag grenades. I think they have a smaller cooldown too. It has been a while though since I had my hands on him.

The concussion interfering with objectives seems like a good idea.

I haven’t had a problem with concussion hitting himself. Seems like user error.


(BAMFana) #43

[QUOTE=Protekt1;526070]I feel like his weapon is better. Granted, I could just be recalling it wrong, but doesn’t he have a slower rof but harder hitting weapon?

Also, I would argue that concussion grenades aren’t weaker than frag grenades. I think they have a smaller cooldown too. It has been a while though since I had my hands on him.

The concussion interfering with objectives seems like a good idea.

I haven’t had a problem with concussion hitting himself. Seems like user error.[/QUOTE]
At some point in the alpha they swapped Fragger and Thunder’s guns. The k-121 used to be Thunder’s gun, while Fragger had the arguably weaker SAW type gun. Their relative power is just a matter of adjusting the numbers, though. It makes sense that Thunder’s gun should be stronger, since his ability is weaker. Then again, there is no real difference in this regard now that the mercs can swap weapons with loadout cards. Really watered down the whole concept.


(Szakalot) #44

Fragger can have M4, BR16 and K121; so no SAW for him. On the other hand, I’m pretty sure that Thunder CAN have K121, and also Stark AR, apart from his SAW. SAW was really nice in January, but didn’t make up for the lack of nades.


(Ashog) #45

[QUOTE=PixelTwitch;525872]If you have been around the forums for any length of time, you must have seen at least one thread proclaiming that Fraggers Nade is OP (Over Powered). Within that thread you find people that fall within one of two camps thrashing it out. One group are the people that believe the Nade is overpowered and simply needs a huge nerf and on the other side we have people that believe the Nade is fine in the grand scheme of things and should be left alone. Both can’t be right, can they? Well this is where it gets a little more complicated because in literal terms, no, the Nades are not overpowered. Fragger by his very design is supposed to be one of the heavy hitters and be topping the scoreboard in terms of kills and deaths. His punishment for this? Well, he cannot heal himself or his team, revive other players, do objectives quickly, highlight enemy players or provide ammo to himself and team members. Basically, beyond his lethality, he’s kinda useless…

So, we go by the numbers and accept that he is indeed balanced and get on with it, right? Not exactly… There is a new go to term in back seat game design called “Counter Play”. Really the words mean very little these days due to the way it has been milked dry by gamers who have very limited understanding of how it works. For those people here that have no idea what I am talking about, watch this -> HERE! In basic terms, counter play is the idea of designing mechanics that both add choices to players using a mechanic and the players on the receiving end of said mechanic. Fraggers Nades do this very poorly… At the moment, the outcome of a Nades overall effect on gameplay is too heavily dictated by the player throwing it. This may seem both obvious and the correct way of doing it and you would not be far wrong. For example, you look at your spawn timer, realise the enemy are about to spawn so you pull out your nade and start cooking. As soon as you hear the enemies footsteps from around a corner you peak out, let the nade fly and get a sexy triple kill. Sure, you earned them kills and it felt awesome to get them. However, it only felt awesome for you. Your team are likely bored and frustrated though the lack of action they are able to partake in and your enemies have just been killed with no opportunity to either fight back or realistically predict what was about to happen. So even though you have somewhat ruined the enjoyment for at least the 3 people you hit but likely more whom now have less chance of progressing or if on your team, less people to interact with, that does not mean what you just did is due to any imbalance in the game…

This is where what you as a player wants, really polarises you opinion on what is right for the game. For simplicities sake I am going to break it down into two camps. 1, the camp that believes in “Skilful Slaughter” and 2, the camp that wants “Skilful Domination”, and yes, I know both these names suck but its very late and I need sleep. Before going any further I want to make it clear that I come from the camp of “Skilful Domination”. So if you find my wording in the following biased, I do apologise.

In my eyes the camp of “Skilful Slaughter” are the people that generally are of a decent skill level and believe that fair is fair. They want to feel as powerful as possible, as often as possible and are willing to risk the same mechanics being used on themselves to achieve that. Also, extremely casual players and some of the more old school players are more willing to take on this mindset, be it for widely varying reasons. The casual players simply accept it blind with the attitude of “well this is part of the game”. On the other hand the more old school players have likely become more accustomed to this form of game design over the years due to how games were in the past. These players pride themselves on a very high skill ceiling

The camp that push for “Skilful Domination” more so believe in a few design pillars like the mythical counter play, wide skill sets catered for and tactical depth being more aligned when it comes to value with individual skill levels. Based on the popularity of games like LoL, Dota 2, Starcraft and Counter Strike, I would have to say the players that generally fall into this camp are the hardcore/avid gamers. These players are generally of a medium to high skill level and receive less support from the extremely casual due to games balanced around skilful domination generally having a much steeper learning curve that less experienced gamers can find daunting

Let me say one more time, neither camp is wrong or right in terms of their ideas and beliefs. The real question is, what camp does Splash Damage intend for Dirty Bomb to fall into? In the past it looked like skilful domination was going to be the target, however that all changed around a patch we received just before the NDA lifted. The information on what that patch changed is available over on the Splash Damage forums and I urge you to check it out if you have time. It was called “The Darwinian Update”. To cut a long story short, many of the abilities in the game received fairly substantial buffs that changed the whole feel of the game drastically and we saw individual mastery become the name of the game. Honestly, some things improved massively and I was really happy. However, the side effect of this was abilities that skated that line between tools of domination and skills of slaughter, became much simpler then many of us expected. This is around the time the questions about Fraggers Nade, Air strikes, Healing Stations and much more became hot topics of contempt for the community.

How would I like the nades to act? Well, one of the things you often hear is that if you take away their killing potential and gibbing they and by extension Fragger become underpowered. This is true. In order to keep Fragger and his nades balanced while adding that domination type feel would be by changing other aspects that would indeed support and promote counter play. Currently I believe the best way to do this would be by drastically increasing the AoE of the nade (by around 100%), doing 2x more damage to deployable objects and downed players to compensate for much less damage vs players and implementing the cancel cooldown punishment that Splash Damage recently mentioned on a livestream. Also working towards better telegraphs that a nade could be incoming soon would go some way to improving the feel for me personally. How this would change the game is simple, Fragger would use the nades, as he does now but with more of an ability to take out static defences. The wider explosion range and lower damage means that the Fragger would be required to manually kill players after the nade had been thrown if the enemy players were on max health (unless Aura, Proxy or Sawbones who would likely have died instantly when the nade explodes within a decent amount of range). This would entice more teamwork with players willing to trust in the nade and follow it into hot zones to help clean up any remaining enemies. This would feel better for them players on your team instead of just taking everything for yourself. Due to the increased blast radius there is also a chance you could effectively kill more people then you would in the current system. When it comes to the players the nade was used on, rather than dying instantly, they have choices.

They can…

[ul]
[li]Fortify the position and prepare for a fight. [/li][li]Start spamming out revives. [/li][li]heals and ammo for a fight. [/li][li]Push out of the area towards or away from the person that threw it. [/li][li]Block off the entrance with certain abilities to buy time.[/li][/ul]

Simply, rather then instantly dying they have the chance of turning around a situation that previously, would have resulted in a chunk of players being cleaned up instantly with the nade and the people that survived being heavily out numbered with only their own abilities to try and recoup. I honestly see this as the better way of doing things and what I have always hoped for in Dirty Bomb since I gained access. The reason why I have become so frustrated is not due to missing features, business model or things like that, it is simply that this game is heading in a direction that does not interest me personally. Normally that would be fine, I would have simply avoided it. However, I have been here when it seemed to be heading in a direction that I did like…

Basically, as simple as Fraggers nade really is, it has become a beacon to where we can expect future development and mechanics to be headed. A few number values over the next few weeks are going to dictate whether this is going to be a game I stick with as my “main” or if its going to be my bit of brain dead fun. Again, I personally came here for complexity and depth, something that is only really found in Counter Strike when it comes to First Person Shooters (When I say “only” I mean it as in only game with a decent following and potential). However, CS:GO does not really appeal to me when it comes to its pacing and core skill requirement. I already have plenty of fun brain dead shooters like Battlefield, Call of Duty and Black Light Retribution.

Unfortunately, I have a strong feeling this one is going to fall on the wrong side of the fence for me.
TLDR: Fraggers nade is really not OP, just designed in a way that gives very little counter play. This results in the perceived balance being very different from the balance in practice. How you feel about this in particular is likely to effect how you feel about the game in future. Right now it looks like the game is designed completely for “skill” and is void of depth and complexity because of it. I worry for the future of DB due to games like Battlefield, Call of Duty and other being in decline on the PC and following the same overarching design. Whereas games like LoL, Dota, Starcraft, Counter Strike and more are showing a GROWING trend towards more complexity in games that allows mastery from both raw skill and amazing tactics. The future of the nade is likely going to be the beacon that lights the path of future development, so if your not a fan of where it goes design wise in the coming weeks, don’t expect future mechanics and abilities to be much different to the nades final implementation. Will instant death and no chance for counter play be the soup of the day? I don’t know… but I hope not…[/QUOTE]

It has been a looong time since I last time saw so much bull**** and water in one post. None of your arguments make any sense to me and are highly subjective.

All you agruments come to this: fragger is the key to spawncamping and his nades must therefore be nerfed. What a nonsense.
So you place the whole problem of poor mapping design and easily rapapble spawns onto one class and even more funnily on one secondary item/skill? Note that SD always commented that they didn’t regard nades as a source of spam in DB, even when more characters possessed em.
Why not fix the source of the problem instead? Fix the freaking maps instead of constantly whining and regularly castrating a single class that bears one of the most traditional game weapons? Why penalising many many players who are very used to nade gameplay since decades already? Do you really want to alienate them to the game? Sorry, but you and the mimimi likes of you belong not to the camp of skillful domination - lets call it correct names - you just belong to the camp of younger players not accustomed to nade play and thus are blatantly the nade haters. That’s just 1 sentence needed to summarize the whole massive amount of of blablablanium in the original post.
I am not even talking about the nades being now (before Nader release) almost the only single tool to break enemy camping choke points with several turrets and players and mines protecting the objectives or pathways. Come on, don’t tell me you have never thought about that!


(montheponies) #46

The maps do tend to make nades far more ‘viable’, with lots of close tight spaces. If you contrast that with some of the RTCW comp maps, there was always a large external area where nades weren’t particularly dominant - particularly if teams exercised good spacing between players.

That said I really don’t buy the idea that somehow you should always be able to dodge or counter something, this clearly isnt a game of rock paper scissors - so many variables are at play that ultimately that approach is doomed to failure.

Anyway no doubt we’ll continue with the Theorycrafting - meanwhile whole teams are going Bushwacker and setting up the equivalent of a Tower Defense game… :slight_smile:


(PixelTwitch) #47

[QUOTE=Ashog;526162]It has been a looong time since I last time saw so much bull**** and water in one post. None of your arguments make any sense to me and are highly subjective.

All you agruments come to this: fragger is the key to spawncamping and his nades must therefore be nerfed. What a nonsense.
So you place the whole problem of poor mapping design and easily rapapble spawns onto one class and even more funnily on one secondary item/skill? Note that SD always commented that they didn’t regard nades as a source of spam in DB, even when more characters possessed em.
Why not fix the source of the problem instead? Fix the freaking maps instead of constantly whining and regularly castrating a single class that bears one of the most traditional game weapons? Why penalising many many players who are very used to nade gameplay since decades already? Do you really want to alienate them to the game? Sorry, but you and the mimimi likes of you belong not to the camp of skillful domination - lets call it correct names - you just belong to the camp of younger players not accustomed to nade play and thus are blatantly the nade haters. That’s just 1 sentence needed to summarize the whole massive amount of of blablablanium in the original post.
I am not even talking about the nades being now (before Nader release) almost the only single tool to break enemy camping choke points with several turrets and players and mines protecting the objectives or pathways. Come on, don’t tell me you have never thought about that![/QUOTE]

EDIT: Removed to not feed the trolls/idiots.


(tokamak) #48

I agree with Ashog here although he could do without the insults. It does sound a lot like symptom treatment.


(PixelTwitch) #49

I don’t understand how people are missing the point of this post really…

I am not talking about treating any symptom or calling anything over powered. All I am saying is that I personally want a game that requires brain power (and this is not supposed to sound insulting here but I am struggling to vocalise it) to win. Well, at least allow people with masses of brain power be able to contest people with masses of skill and by extension the people with masses of skill & brain power would win out overall. My reasoning for wanting this is because the people that make up the highly skill section of the gaming community are very few in comparison to the people that have the smarts and I personally want to see as many people playing Dirty Bomb in future as possible.

I would not be making such a big thing out of the nade if it was not for it being a beacon of what is and is not acceptable to the games designers. In this case I feel its like saying, the nades are fun to use for this one char so thats good enough for us. Again, I do not believe they are over powered, I just think they are horrible to play against and fairly boring to play with.


(Nail) #50

“I don’t understand how people are missing the point of this post really…”

could be very few agree with you, you seem to be treating DB like a hex board game with 10 x 10 dice

titling something as “The Cold Hard Truth” when it’s your opinion of the final result of a game we’ve barely seen much of says to me quite loudly “ASSHAT” even if you’re fundamentally right. Self proclaimed inter-web heroes just piss me off, you’re not a game developer no matter how many pootube vids you make. No offense of course

btw, I don’t care how your “masses of brainpower”, ego speak for tactics will do anything if you can’t aim (skill)
you may have great planning but if you can’t shoot, you dead

once again, no offense


(MoonOnAStick) #51

I particularly enjoyed these two paragraphs.

[QUOTE=PixelTwitch;525872]Grenade supporters: Casual scrubs and old men.

Grenade detractors: Real Gamers.[/QUOTE]


(Nail) #52

have a couple stars


(sunshinefats) #53

[QUOTE=PixelTwitch;526195]I don’t understand how people are missing the point of this post really…

I am not talking about treating any symptom or calling anything over powered. All I am saying is that I personally want a game that requires brain power (and this is not supposed to sound insulting here but I am struggling to vocalise it) to win. Well, at least allow people with masses of brain power be able to contest people with masses of skill and by extension the people with masses of skill & brain power would win out overall. My reasoning for wanting this is because the people that make up the highly skill section of the gaming community are very few in comparison to the people that have the smarts and I personally want to see as many people playing Dirty Bomb in future as possible.

I would not be making such a big thing out of the nade if it was not for it being a beacon of what is and is not acceptable to the games designers. In this case I feel its like saying, the nades are fun to use for this one char so thats good enough for us. Again, I do not believe they are over powered, I just think they are horrible to play against and fairly boring to play with.[/QUOTE]

I get what you’re trying to express here, but it seems like what you’re saying and what you’re thinking aren’t on the same page sometimes, and maybe that’s where ppl are taking issue. On the one hand you say you want to sort of even the playing field for the ppl with less skill or more brains(which I can agree with), but on the other hand some of the things you mention seem to contradict that. Like some others, I don’t think nades,etc. are the problem as much as small, linear map designs and non-random spawns. One of the big things, to me, DB is missing in comparison to a lot of other games, is freedom of choice or options for the player. More than anything, that’s what is going to alienate the brainy players you’re talking about because, in most cases, there’s just not that much to think about imo.


(BioSnark) #54

Welp. That’s the main problem with Dirty Bomb. There isn’t depth there to learn. There aren’t options when engaging or during engagement. The fact that frag grenades can’t be dodged is a symptom of that. There isn’t anything to be done when confronted with an aura, fragger, bushwhacker, sniper or sometimes even a mine if you aren’t the right class and, far too often, nor is there a way around them.

I don’t think fragger/aura/snipers/[strike]bushwhacker[/strike] are overpowered. There just aren’t ways of dealing with or avoiding them in Dirty Bomb.


(PixelTwitch) #55

Pretty much exactly what I have been saying BioSnark


(sunshinefats) #56

That’s also been one of my main complaints with DB (aside from my ongoing tracking/shot around corners issues, which I won’t bore you by moaning about yet again)…it’s far too restrictive and lacks any real creative freedom. For me, most of what made previous titles fun and engaging has been removed. There just aren’t any options…it’s as if the devs decided well here’s what you’re going to do, and here’s how you’ll do it and that’s that.
I’ll repeat an example I’m fond of using: ETQW. The first objective outside the tunnel in valley…there were what…half a dozen or so ways to approach that? And at least half a dozen or more positions and paths you could take to flank the enemy and/or defend?
More to the point you could be creative with the classes and how they worked together…example on a different map…1 person plays covert and the other soldier…covert throws a smoke and the 2 run in. Covert crouches, soldier jumps on his back, covert stands and solder plants c4 higher than a normal player can reach. All under the cover of the smoke. That’s creative! That’s brainy! That’s fun! (to me)
For that matter, panzer noobs could spend their time destroying enemy equipment if they weren’t great at gunfights. It benefits them and benefits the team…and they feel good because they helped the team…a win/win. You had disguises and trick planting and so much more(anyone else miss akimbo pistols?) in previous titles. In some ways even Brink had more depth of play than we have here.
So yeah, there are some random examples of the kinds of things that I think are missing from DB.
So to me, it’s less about the nades themselves and more about poor design choices I guess.


(montheponies) #57

the method of countering nades is as follows;

a. dont camp in the same spot.
b. dont camp in an obvious spot.
c. dont group hug your teamates around a healing post.
d. dont run in a big bunched group ever.

the idea that everything has to be counterable, including wtf dodging grenades??, is just theorycrafting at its worst. dont place urself in obvious positions that said nade thrower can anticipate. you’ll still get occassional smacked, but not so often as to make it the worst problem in DB…

couple of things that would make this more considered;

  1. FF ON - amazing the difference it makes when spamming a nade into a room might take out half ur own team. Along with that u have to consider the dropped oopsy nade that results from being shot as u prime it, usually landing in amongst ur teamates.
  2. Make them only replenishable(sp?) from ammo packs (not the pub friendly crates lying around).

and of course, change the maps.


(BomBaKlaK) #58

[QUOTE=montheponies;526578]
and of course, change the maps.[/QUOTE]

Still no news about this … Only dome in test for few days with the new 1rst obj.
Maybe it’s time to give us some news about maps, and when can we expect some real change.
I know it’s long to make a map but at least give us some more news about.


(Szakalot) #59

dodging grenades SHOULD be possible if you saw it coming from A LONG DISTANCE.

Atm. distance is almost irrelevant, if the grenade is thrown well you are dead.


(Amerika) #60

OK, so it’s been a while since I played ET but I just watched a good video that was a refresher on how that game was played in matches and what you could do with explosives. So every time I think of a Fragger nade I’ll think of this video and kind of laugh. Because as much as I’d still like to see Fragger’s nades toned down the power (despite being slower) of almost every explosive in ET was quite a bit more potent.

Also, I loved ET’s gunplay but I am happy that there are quite a few different types of guns in Dirty Bomb.

//youtu.be/6Gx7dcXgnqQ