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snowMonkey wrote: »
Well, that's ironic, coming from you. I mean, you seem to be under the impression that explosives are overpowered by default.
EDIT: It appears Nader has been buffed already. I'm not sure. I died to Martyrdom just now - after gibbing an opponent. If the grenade sticks around now, awesome!
Increased health to 110hp (from 100)
This is to help her better fulfill her role of clearing out defensive positions which often requires her to expose herself to incoming fire
Reduced movement speed by ~2.5%
Matching / compensating for the slight increase in health
Increased maximum Grenade Launcher Nade count to 5 (from 4) and reduced cooldown time per Nade to 7s (from 8)
These changes are to partially compensate for the two below, but also makes her a little more effective at clearing out defences
Reduced velocity of grenade launcher projectiles by ~30%
Grenade Launcher 'Nades maintain a similar trajectory but now travel slower, giving victims a little more time to react
Increased grenade launcher grenade fuse time to 1.7s (from 1.4s)
This is to compensate for the slower travel time, still giving them a similar overall range
Martyrdom can no-longer be cancelled by gibbing Nader before it detonates
Previously Martyrdom became largely useless at close range and was not immediately obvious or easily explained
Martyrdom detonation time increased to 0.9s (from 0.7s)
To give players a little more time to escape since they can no longer cancel it by gibbing Nader