The Cold Hard Truth About Fraggers Nade...


(Zenity) #81

I wouldn’t mind seeing the roles reversed, Nader grenades for killing and Fragger grenades for suppression. E.g. Nader would have two (or even one) powerful “rifle grenade” which is hard to dodge when shot perfectly (like the ET rifle grenade) and doesn’t recharge too fast, whereas Fragger has four grenades which recharge quickly but don’t cause lethal damage.

That would put the focus on the grenades for Nader, and on the gun for Fragger. Whereas right now it seems that Fragger is getting his pie and is eating it too.


(mccrorie) #82

[QUOTE=Zenity;527396]I wouldn’t mind seeing the roles reversed, Nader grenades for killing and Fragger grenades for suppression. E.g. Nader would have two (or even one) powerful “rifle grenade” which is hard to dodge when shot perfectly (like the ET rifle grenade) and doesn’t recharge too fast, whereas Fragger has four grenades which recharge quickly but don’t cause lethal damage.

That would put the focus on the grenades for Nader, and on the gun for Fragger. Whereas right now it seems that Fragger is getting his pie and is eating it too.[/QUOTE]

That’s not so bad, really. I think the opportunity cost of picking one over the other makes more sense this way.


(Szakalot) #83

I’d love to see Nader’s nades fly at Fragger’s nade speed. Oooh, the rage; it would be a glory to see. Basically a Q3 rocket launcher, slamming it in people one after another.


(Smooth) #84

Nader-nades are significantly faster than Frag Grenades, it’s just the trail that makes them appear slower.

Projectile behaviour is something we’re looking at right now though…


(Szakalot) #85

:eek:

What about a trail for frag nades like in ET? : )

edit:
perhaps another issue that affects my view of nade’s speed is the arch? Nader’s nades Arch considerably more than Fraggers, increasing travel distance.


(PixelTwitch) #86

[QUOTE=Smooth;527435]Nader-nades are significantly faster than Frag Grenades, it’s just the trail that makes them appear slower.

Projectile behaviour is something we’re looking at right now though…[/QUOTE]

I would actually be surprised if doing a long jump while throwing fraggers nade would have the nade travel slower then naders.
However, with that said, currently the nade starts flying towards you before you see his throw animation so this really adds to the perception of a nades speed. Hence why I asked/suggested eariler to delay the throw on fraggers nades until his first person animation is synced.


(Szakalot) #87

Could it be that Fragger’s nades fly out as their client sees them, but Nader’s nades fly out as the server sees them (or like health/ammo packs that always ‘come out’ with a small delay)


(Chux) #88

I would do a switch between Fragger and Nader with the nade mechanics a bit. Since Fraggeer has more superior guns (still needs nerfing imo), making the nades so strong is pointless. They fly way too far and fast. Should be a bit closer to ET style so you can’t really snipe people with them across the map. (maybe restrict them both to cooldown and ammo making the FOPS more useful like it was mentioned in other threads (perhaps even make ammo crates not replenish nades, although I would remove crates altogether))

Now since Nader only has an SMG, why not let her have some more umph with the launcher. More devastating and long range nades, much like Fragger’s are right now. I would again limit ammo as well as have a max capacity of 2, no more. Swap out the rotary launcher for a single shot GL needing reloads in between shots for example. Balance it out a bit, right now she is inferior in almost every way


(Szakalot) #89

she is inferior to fragger in every way, but so is any other merc in the game. Otherwise I think Nader is in a really good spot (except 100hp should be 110hp) maybe up the RoF on the grenade launcher a bit to make her engaging people in firefights little less punishing


(Ashog) #90

Not sure what you try to explain here. Please clarify.

Grenades as they are a qualitative difference in how you play fragger. You can’t charge him, you can’t peek him, you can’t hide from him. Any situation is prone to getting your face naded.

Also not quite sure what is meant. You can easily runaway and keep distance or hide from him if you see him switching to nade. This is not QWTF where you had no nade priming animations and where you could shoot while cooking and throwing nade.

really? I thought nades didn’t change much if at all from RTCW -> W:ET, and it def. was 5 seconds in ET.

Almost sure they did. RTCW 4 sec; ET 5 sec.

It was A LOT longer. If you got caught with a nade out in W:ET it was pretty much GG, unless that nade could be used to murder your assailant. Even throwing it immediately would very rarely give you enough time to fight back.

I still don’t think the swapping was a lot longer as you say. Need some input from SD till I believe it.
Also in DB it is quite often lethal if caught face to face while only starting to cook a nade in the open. I die frequently like that if the enemy is a good shot or bears a shotgun at close distance. Lowering HP of Fragger will make it even more lethal/risky.

Really? come on, the game is super spammy already! we don’t need more spam.

This coming is unavoidable. Also the spam amount is far from bad. There are games with much higher amount of spam.
Also, the nades were removed from other mercs not due to spam, as stated by SD but to make Fragger’s nade skill more distinct from the other characters. Which is what it actually achieved and this is why he’s called Fragger.

You CAN’T evade nades in DB. Never did I feel like I made a proper dodge of a nade, it was more about where the fragger threw it.

It is not supposed to be possible if nade is properly primed/cooked, that’s what I am trying to explain for ages already , it seems. That’s the purpose of the nade, else why would you bother cooking anyway? It is still possible to evade an imperfectly primed nade, though it is somewhat harder in DB than ET due to higher throw speed and slower strafe speed/accelleration. Dodge wasn’t improved by SD even though asked many times (by improving the strafe speed & acceleration) since newbie players would supposedly have harder time to track faster strafing targets.

Nades made a sound. Nade thrower made a ‘hoomph’ groan. Nade itself would have a trail of smoke behind it, and the speed was slow enough to see it coming before it exploded in your face.

Nades didn’t make a sound. They made sound afaik only after bouncing off the ground. SD can also add a trail of smoke to the DB nades, why not, though I doubt it will make a dramatic impact on anything.

the indicator only works if the nade thrower is a newbie who just threw it by pressing ‘q’. Nade will sit there, and blink nicely. Any proper player - the nade will explode in your face before you even saw it coming.
And good so! That’s the purpose of a cooked nade! If I am killed by such a nade I don’t whine, I say v56! Nice shot, buddy!

Throwing distance is less relevant compared to flyspeed which is the primary factor determining nade’s efficiency at longer ranges. In W:ET you’d have to let the nade fly 2-3 seconds if you wanted it to explode at long distance. In DB it doesnt matter, any long distance nade can be cooked for 3 seconds and it will explode where you want it anyways.

Not true. Can’t cheat physics - if it travels faster, then a shortest cooking time mismatch will lead to grenade travelling much larger distance past the target or short of target, which actually makes precise nading harder in DB.

But I don’t have anything against slowing DB nades a notch, as well as changing the arch. But nerfing the cooking mechanics, nade damage and AOE anymore (it was already nerfed several times before you returned to DB btw) will just destroy the purpose of both nades and Fragger. Denied!

ehh no? Nades in DB are used in any type of engagements, and I can’t really imagine a situation where I’d be like ‘oh ****, the nade won’t help me here’

uhh yes? I used nades in ET almost in any situation with equal success too. It’s a matter of who throws :wink:


(Ashog) #91

Numbers, please, numbers. So far no numbers. I’ll believe only when I see real numbers. Also don’t forget huge HP differences of mercs in DB.


(Szakalot) #92

Hp and gun efficiency are directly counterable by numbers. If a fragger has more HP and a better gun, bring in 2 people (twice as much HP) and two guns. The engagement itself, insofar the tactics used doesn’t change except its a little harder.

Having nades at your disposal changes the approach you want to take. You can’t hide and regen HP cause you will get naded. You can’t play peek wars cause you will get naded. You have to constantly change your position, and pray that Fragger miscooked his nade. This is a qualitative difference in how fragger is played by/against, as opposed to having just more HP and more DPS gun.

Also not quite sure what is meant. You can easily runaway and keep distance or hide from him if you see him switching to nade. This is not QWTF where you had no nade priming animations and where you could shoot while cooking and throwing nade.

Good player will hide his cooking the nade until the last moment. if you see him switching to a nade you have to make one of two choices:

  • rush and try to finish them off before the nade goes off <- only really viable at close range
  • run away. Running away because an opponent starts to use an ability demonstrates how uncounterable it is.

Almost sure they did. RTCW 4 sec; ET 5 sec.

alright.

I still don’t think the swapping was a lot longer as you say. Need some input from SD till I believe it.
Also in DB it is quite often lethal if caught face to face while only starting to cook a nade in the open. I die frequently like that if the enemy is a good shot or bears a shotgun at close distance. Lowering HP of Fragger will make it even more lethal/risky.

The nade throwing animation was considerably slower: 7:00

//youtu.be/JaMPBdkPk1w

Looks to be sth like 2 SECONDS after the nade is thrown before your gun is out again.

This coming is unavoidable. Also the spam amount is far from bad. There are games with much higher amount of spam.
Also, the nades were removed from other mercs not due to spam, as stated by SD but to make Fragger’s nade skill more distinct from the other characters. Which is what it actually achieved and this is why he’s called Fragger.

As far as I know nades where removed at the stage of 7(?) mercs? So a very different game, and reasons why they were removed then not necessarily are the same reasons for why they shouldn’t come back.

It is not supposed to be possible if nade is properly primed/cooked, that’s what I am trying to explain for ages already

= uncounterable.

A tactic that when well executed guarantees success is uncounterable, and an anchor for the entire meta.

Nades didn’t make a sound. They made sound afaik only after bouncing off the ground. SD can also add a trail of smoke to the DB nades, why not, though I doubt it will make a dramatic impact on anything.

right, i meant the bouncy sound indeed

And good so! That’s the purpose of a cooked nade! If I am killed by such a nade I don’t whine, I say v56! Nice shot, buddy!

And the point we are arguing here is that imo its not a ‘nice shot’ Killing people with cooked nades is so damn easy, I laugh inside at what the enemy tries to do (run away - wont work ; dodge - wont work ; charge - rarely might work)

Not true. Can’t cheat physics - if it travels faster, then a shortest cooking time mismatch will lead to grenade travelling much larger distance past the target or short of target, which actually makes precise nading harder in DB.

Come on, really? that only applies to nades that you intend to blow up mid-air, say throwing them from underground 1st obj to try to blow up people on the roof (or like in the video I linked a post ago)

Otherwise the faster the projectile the easier it is to use. You don’t have to lead your target, you don’t have to adjust your cooking based on distance (in 90% cases 3seconds cook is all it takes)

But I don’t have anything against slowing DB nades a notch, as well as changing the arch. But nerfing the cooking mechanics, nade damage and AOE anymore (it was already nerfed several times before you returned to DB btw) will just destroy the purpose of both nades and Fragger. Denied!

NICE, I’m only for slowing down the nades, so that they can be dodged/are harder throw. Thats the only nerf I want actually. Wouldn’t mind a bigger arch as well, raises the skill ceiling while allowing for trickier nades as well.

They will still be undodgeable when peeking in close quarters, just like in ET. But having to come up this close opens up the fragger to counters (charge to kill them before cooking is complete). If you can sometimes dodge a nade thrown from mid-long range, well thats all I’m asking for.

uhh yes? I used nades in ET almost in any situation with equal success too. It’s a matter of who throws :wink:

Trying to kill people with nades at mid-distance in open areas was doomed to fail. In DB using nades in open areas is the best way to use them, as people can’t escape your LoS


(Ashog) #93

If SD wanted to have same durability for all mercs, they would have gone for ET/ETQW model where most classes had same hp/weapon. I would also prefer this, but DB underlines merc differences and not only in weapons. At least the speed differences is not as horrible as in Brink between heavy/light. In other words, it is like it’s meant to be. The balance/durability will be fine-tuned for sure, but not drastically. That’s how I understand what’s SD up to with mercs.

Having nades at your disposal changes the approach you want to take. You can’t hide and regen HP cause you will get naded. You can’t play peek wars cause you will get naded. You have to constantly change your position, and pray that Fragger miscooked his nade. This is a qualitative difference in how fragger is played by/against, as opposed to having just more HP and more DPS gun.

Ha! That’s was all true also for ET for all classes, where grenade had similar power.

Good player will hide his cooking the nade until the last moment. if you see him switching to a nade you have to make one of two choices:

  • rush and try to finish them off before the nade goes off <- only really viable at close range
  • run away. Running away because an opponent starts to use an ability demonstrates how uncounterable it is.

Oh really? :stuck_out_tongue: In ET it was also like that. And in ETQW. And in RTCW. And in most games with nades. So nothing new. If running around corner in DB into the open you see a turret shooting at you, how do you counter that? You run back around corner! If you run out of the doorframe and step onto a mine, how do you counter it? You don’t. You die. If you run towards objective and a sniper shoots you in the head, how do you counter it? You don’t. It’s a lethal weapon. You just respawn and try to be smarter next time.

The nade throwing animation was considerably slower: 7:00
Looks to be sth like 2 SECONDS after the nade is thrown before your gun is out again.

Yes, i agree that after throwing, the delay was big. However for normal weapon switching to nade and from it, the delay is hardly different than for DB. Switch time from after throwing nade doesn’t matter because if primed correctly, the opponent should be dead or even gibbed.

As far as I know nades where removed at the stage of 7(?) mercs? So a very different game, and reasons why they were removed then not necessarily are the same reasons for why they shouldn’t come back.

Perhaps. But then why blaming only nade? Blame also Nader, Arty, Proxy and Skyhammer!

= uncounterable.

LOL. Seems to be a new gimmick in forum. UNCOUNTERABLE!
How on earth are you supposed to counter deadly explosive weapons? How did you counter a panzerfaust flying towards your feet in ET? You didn’t!

A tactic that when well executed guarantees success is uncounterable, and an anchor for the entire meta.

Don’t confuse a tactic with a weapon play. It’s two different things. Grenade as such is not a tactic but a weapon, while the distance a Fragger keeps to you and a weapon he switches to and his current running speed and direction are a tactic. The same applies to you, so that in case you see a Fragger, you can always act accordingly. You can either estimate a shortest time his nade might be ready and try to headshot him or you can confuse his nade targeting by erratically changing your movement direction or you can just back off to a safer distance - anyways you know what i’m taking about.

And the point we are arguing here is that imo its not a ‘nice shot’ Killing people with cooked nades is so damn easy, I laugh inside at what the enemy tries to do (run away - wont work ; dodge - wont work ; charge - rarely might work)

It is easy on pubs, just as on ET pubs too, not so vs experienced players. Otherwise it is a bit harder due to faster nade speed so the correct timing is more discreet.

Come on, really? that only applies to nades that you intend to blow up mid-air, say throwing them from underground 1st obj to try to blow up people on the roof (or like in the video I linked a post ago)
Otherwise the faster the projectile the easier it is to use. You don’t have to lead your target, you don’t have to adjust your cooking based on distance (in 90% cases 3seconds cook is all it takes)

I don’t agree with this. It is a bit harder as I explained above, but at the same time a bit easier due to enemy having less time to evade/react (not that it would help him much anyways if timing estimated right).

Trying to kill people with nades at mid-distance in open areas was doomed to fail. In DB using nades in open areas is the best way to use them, as people can’t escape your LoS

Well mid-distance on open area w/o any cover would perhaps be one of the few exclusions where nades weren’t viable, but that is also quite true for DB.


(INF3RN0) #94

What do you mean numbers? Have you not seen how large the AoE of grenades are?


(izraill) #95

Honestly, I think removing the cooking and not using penalty and only allowing fragger to having 1 nade at a time would be the best fix.


(Ashog) #96

Not really.


(Ashog) #97

Hahaha, removing cooking. Are you nuts? These will be called noob droppings then.


(chickenNwaffles) #98

They just need to make the nades throw like they did in ET. Right now they are literally ****ing baseballs you throw at people for a quick instagib. Either that, or just remove the instagibbing part (which would be a huge nerf).

The AOE of nades is pretty ****ing huge; you don’t need numbers to justify that.


(Zenity) #99

I would still like to see what happens if the time to raise or lower his MG is increased significantly. This would necessitate more deliberate play from Fragger, and create temporal weak spots which could be exploited when playing against him.


(izraill) #100

Not cooking, the penalty you get for not throwing a nade after starting the cook.