Some fragger changes that I think are fair

watsyurdealwatsyurdeal Posts: 4,694
edited April 2015 in Mercenary Discussion
1. Increase the time it takes to cook a nade

Not by a lot, just small amounts till it feels right, right meaning people have ample time to jump fragger while he is cooking the grenade.

2. Increase cool down between nades

Just to help reduce spam

3. In competitive matchmaking, class limits

Seriously, why isn't that a thing? When all the mercs are released it should be.
So hey, I have a small guide here you may like, go ahead, read it, you know you want to.


ダーティーボムは非常に良いですが、あなたは非常に悪いです

Comments

  • Lower his HP to 120 (Skyhammer level). Why should he be able to take more damage when he brings even more pain to the table than Skyhammer?
  • watsyurdealwatsyurdeal Posts: 4,694
    edited April 2015
    Because he can't replenish ammo, and skyhammer can damage the ev. Try doing that with fraggers nades
    Post edited by watsyurdeal on
    So hey, I have a small guide here you may like, go ahead, read it, you know you want to.


    ダーティーボムは非常に良いですが、あなたは非常に悪いです
  • ReddeadcapReddeadcap Posts: 1,281
    Decreasing the cool down even more seems a bit too much, they're the same as proxy's mines cool down wise and I see more Proxy's using them as makeshift grenade by shooting mines after dropping them

    For grenades themselves in thinking the following; they have more weight to them and the damage is based on how close the player is to the center, exact center would be 100 damage, 2-4 "Feet" 70 and at the very rim of the explosion 50 damage, all affected by the explosion decreasing augmentation.

    As for gibbing, if a player is lowered to -30 hp via overkill damage they're gibbed.

    Finally, Fragger states he's going to throw a grenade "Frag out, Frag you, etc." when its cooking not exactly its thrown. To give players some time to react.
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