Did anyone want this?
Am gonna miss the cooking part, it took me a lot of time practicing it now it’s gone!
but I started to hate being killed by a grenade below unknowingly while holding the site.
Bro I don’t care if it’s random and y’all wanna stop adding randomness but the random fuse time would’ve been one of their best changes ever. Some level of randomness adds fun to games…
So if you bounce the frag off something it will go off 2 seconds after being thrown?
Am I understanding this correctly?
I’m fine with the change. Rarely did I ever use frags to get kills. I mainly used them to either clear utility or push an enemy off a spot.
Am I the only one whould have preferred they just made it, so once you start cooking the nade, you can’t cancel it? You either throw it out, it blows up.
This would work well in line with the removal of reload canceling.
I hate how shallow their, explored other possibilities argument is. They stated that removing lethal damage done through floors wasn’t enough to lower the grenades power but who said you have to stop with just that?
For my opinion keep the cooking mechanic.
- A perfect nade through a floor will deal max 70 damage.
- Once the pin is pulled from a nade it cannot be put back. Force attackers to commit to throwing it instead of baiting audio.
- Make damage of grenades be capped at 130. This means that 1 and 2 armors will instantly die to it, 3 armor at full health is a down and 3 armor with rook armor will survive it at full hp. This would buff rook, buff 3 armors and nerf nades, kills 3 birds with one stone.
Most importantly it keeps the cooking mechanic which is the whole aspect of skill to the nade throws while still keeping its power but in a more reasonable state.
They say they tested removing lethal damage through the floor and stopped there. Why?