You sure about this? The 2018 codeleak has HEDP at fixed 40 deciseconds, and I tried with training nade. "1, 2, 3, throw" worked every time.spookydonut wrote: ↑24 Dec 2018, 08:37random nade timers are like almost a year old, what are you all smoking?
Marine rebalancing v1 Discussion Thread
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Re: Marine rebalancing v1 Discussion Thread
Kirra Morales - Medic
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Re: Marine rebalancing v1 Discussion Thread
You mean with the fire triggering grenades? That was something else.Blade2000Br wrote: ↑24 Dec 2018, 08:20This happened because people were abusing then with the "nade box trap" that could gib a elder empress like it was nothing.
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Re: Marine rebalancing v1 Discussion Thread
I honestly miss the days where we could cook grenades...
However, I swore the reason for the nerf was due to people abusing an exploit where you fire a grenade at your feet with the GL, then throw it instantly afterwards. Maybe that was another nerf, but like all things, a lot of nerfs are the result of a few people abusing things too hard.
However, I swore the reason for the nerf was due to people abusing an exploit where you fire a grenade at your feet with the GL, then throw it instantly afterwards. Maybe that was another nerf, but like all things, a lot of nerfs are the result of a few people abusing things too hard.
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Re: Marine rebalancing v1 Discussion Thread
exactly, spookyspookydonut wrote: ↑24 Dec 2018, 08:37random nade timers are like almost a year old, what are you all smoking?
I'm getting flak for halving that timer that existed since grenade spec was added (why it was added in a first place)
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Re: Marine rebalancing v1 Discussion Thread
Tested the HPR+BIPOD but didn't have much chance to hold a place like the MG, fire rate was okay-ish on burst but on single-fire was kinda weak. As pointed out by others, the bipod auto-collapsing was a bit annoying, it would be fun if bipods could deploy on the floor (like standing bipods) and stop movement or hamper it to a crawl
SMG felt like it actually did some damage, pretty good
Didn't really try the rifle but from what I saw as a ghost it was dealing good damage
Tried testing the WALK intent while a marine shot me once about 4 tiles away and it still hit me, didn't test further but do you have to be on walk intent or is there a treshold when a marine falls below X speed for the dodge chance?
SMG felt like it actually did some damage, pretty good
Didn't really try the rifle but from what I saw as a ghost it was dealing good damage
Tried testing the WALK intent while a marine shot me once about 4 tiles away and it still hit me, didn't test further but do you have to be on walk intent or is there a treshold when a marine falls below X speed for the dodge chance?
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Re: Marine rebalancing v1 Discussion Thread
the one getting shot has to be on walk intent to get a better chance to dodge. I think range matters too but I could be wrong. I watched neth test it and i would say something like 50-60% dodge change. The dude was still getting lit up but he was dodging alot of shots. Hard to tell with only like 3 tests dummies though.
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Re: Marine rebalancing v1 Discussion Thread
This is what I tried to shield you fromNethIafins wrote: ↑24 Dec 2018, 10:50exactly, spooky
I'm getting flak for halving that timer that existed since grenade spec was added (why it was added in a first place)
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Re: Marine rebalancing v1 Discussion Thread
Now that this update is permanent, this topic can be closed
Stay tuned for marine rebalancing v2 AKA more stuff added
Stay tuned for marine rebalancing v2 AKA more stuff added
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