Why dont flashbangs outright destroy deployables?


(Sir_Slam) #1

It seems like an easy way to buff Thunder into usefulness. Simply disabling them right now is not really a valid option when you have Stoker and Nader blowing away entire rooms. And worse, people can just pick them up and put them back down. Like. Wat. :expressionless:

And then there’s Fragger. Hes like Thunder’s big brother that actually went to college and made something of himself. He can do all of the above. Aura health station? Frag it. Groups of enemies? Frag it. Dont know exactly where the enemy is in the room? Frag it.

Tax collection? Car broke down? Crazy in-laws? Crippling depression? Frags cure them all.

Now don’t get me wrong, I like Fragger exactly where he is. But it doesnt need repeating that Thunder is just one half of Fragger. He needs something to separate him. With no cooking and essentially no real stat advantages (wahoo, a little extra health at the cost of being a snail the size of the US budget deficit), he strictly worse. Even the MK49 cant stand up to the K-121. Granted its a lot more fun IMO. Its satisfying to dump all that lead.


(Vaasref) #2

I would like to see Thunder’s conc make explosive inert or neutral (damaging everybody).

Making turret go frenzy could also be pretty cool.

Yeah making concussion grenade invert or messing IFF could be really fun.


(watsyurdeal) #3

I would like to see the duration be at least twice as long so we have plenty of time to destroy the turret or health station, and the merc that put them there.


(triteCherry) #4

[quote=“Sir_Slam;24731”]It seems like an easy way to buff Thunder into usefulness. Simply disabling them right now is not really a valid option when you have Stoker and Nader blowing away entire rooms. And worse, people can just pick them up and put them back down. Like. Wat. :expressionless:
[/quote]

Well even if they are destroyed, if they are off cooldown people will put another deployable down soon after anyway.


(blufflord) #5

would it be a mad idea for the deployables to turn agaisnt its owner when conc’d? Like, the turret would attack its own team for that amount of time?


(Sir_Slam) #6

[quote=“triteCherry;155527”][quote=“Sir_Slam;24731”]It seems like an easy way to buff Thunder into usefulness. Simply disabling them right now is not really a valid option when you have Stoker and Nader blowing away entire rooms. And worse, people can just pick them up and put them back down. Like. Wat. :expressionless:
[/quote]

Well even if they are destroyed, if they are off cooldown people will put another deployable down soon after anyway.

[/quote]

Well yeah, but thats true even if they get blown up. The point is that it does literally nothing to disable them most of the time.


(Reddeadcap) #7

Because they aren’t flash bangs, they’re concussion grenades with an EMP.

Also because the Conc Grenade’s EMP area of effect is much wider than that of any other grenade and it outright exploding mines and sticky bombs would be dangerous for Thunder.


(Sir_Slam) #8

[quote=“Redcap;155840”]Because they aren’t flash bangs, they’re concussion grenades with an EMP.

Also because the Conc Grenade’s EMP area of effect is much wider than that of any other grenade and it outright exploding mines and sticky bombs would be dangerous for Thunder.[/quote]

Then have it disable them for good.


(Mrarauzz) #9

I still want him as an engineer tbh…concussions are cool but don’t scream assault. The EMP ability screams engineer. If the EMP ability also “hacked” enemy deployables for a short time this.would be a decent merc. Say the turret becomes yours for 5 seconds, enemy healthpad now drain the enemy for 5 seconds, and mines and stickies just blow up on the spot. This would be a badass engineer, but ofc now put up the cool down of the concussion for these added abilities that can help a tanky engineer clear the way to plant/repair .


(Amerika) #10

I agree 100% that his grenade should knock out deployables until they are picked back up and placed again or replaced. That would be a significant buff without screwing up kill power at the merc level and put his grenade near the same usefulness as Fragger’s while still being different.


(Naonna) #11

I agree with the above post: more than a couple times, people have recommended that there be a merc to turn deployables against teammates: this is really only going to matter in the cases of Fletcher, Proxy, Bushwacker, and Aura. - all the others are a bit… meh.

For Bushwacker and Aura, a single Concussion nade would turn a well fortified defense into an opponent-friendly environment. - What’s the counter to it? “Don’t set up a defense with engies” ? - Hardly seems balanced.

In the case of the explosive engineers, (primarily proxy) they may have just team killed on a massive scale. It’s not as though proxy can retrieve a set mine if it detonates upon approach.


(Vaasref) #12

[quote=“Naonna;156074”]I agree with the above post: more than a couple times, people have recommended that there be a merc to turn deployables against teammates: this is really only going to matter in the cases of Fletcher, Proxy, Bushwacker, and Aura. - all the others are a bit… meh.

For Bushwacker and Aura, a single Concussion nade would turn a well fortified defense into an opponent-friendly environment. - What’s the counter to it? “Don’t set up a defense with engies” ? - Hardly seems balanced.

In the case of the explosive engineers, (primarily proxy) they may have just team killed on a massive scale. It’s not as though proxy can retrieve a set mine if it detonates upon approach.[/quote]

The turning effect can be after the EMP rebooting effect, that effect gives plenty of time to pick up the deployables.

If you are in a place that defended, then you should be able to pick you turret/mine/station easily and place it again. If you use your deployable as a crossfire or to babysit an objective, I don’t see how it is not balance to let the conc’ turn it against you when it can be just destroyed.

Just don’t forget that the counterpart of the conc’ is the frag’ which destroy deployable.

Also the turning effect could only be in a certain radius where the EMP was strong enough to mess the IFF.


(Jostabeere) #13

I like the idea of flashbangs permanently destroy placeables.


(Ritobasu) #14

Perm disabling, not destroying sounds better. Stuff like Proxy mines and Fletcher stickies can still be detonated by manually shooting them, they just no longer go off if they’re triggered normally. A lightning bolt icon for disabled deployables should be definitely visible to players and their teammates too

This would an incredibly powerful tool to break up chokepoints, so I honestly believe Thunder’s Concussion Grenades should have a slightly higher cooldown in return. Maybe some slight cooldown reduction on Aura’s med station too so it isn’t frequently knocked by concussions constantly


(RedBeard) #15

Destroy = Direct Hit. Then maybe?