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Edited by lynk: 7/4/2016 12:42:41 AM
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But there is already multiple counters to shoulder charge, both abilities and weapons.... equip a shotgun/fusion? TLW/any close range auto rifle like DoP? Throw a smoke? Tether? Suppression Nade? All of these easily counter shoulder charge. Juggernaut too. Why add new abilities to make other classes even stronger, when they already have everything they need to counter strikers? It's not like prenerf Firebolts, where a warlock could throw it like a panic button and there was nothing the other guy could do. #TitanMasterRace
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  • Word of advice , don't put #titanmasterrace after trying to prove they are not op.

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  • One does not have to be OP in order to be the MasterRace. #TitanMasterRace

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  • That's kinda what it means. Master race=better than the others.

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  • Better, but not OP. #TitanMasterRace

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  • Shotguns are shoulder charge titans worst case scenario it's usually the titan being killed or the person with the shotgun kills the titan at about the same time the shoulder charge connects.

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  • 1
    Titans use Fist of Havoc as a panic button and the usage time makes it impossible to counter unless said Titan is in the air. All supers can be countered except this one.

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  • Seen lots of warlocks use ground fall as a panic button then go on to destroy the rest of the team if anything that makes titans panic button weak.

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  • FoH can be countered by a sniper headshot from a 1kYS archetype or higher or a Golgen Gun shot. With unstoppable, they can survive the sniper shot, but not the Golden Gun. Other counters are Tether suppression grenade, or plain team shooting. And besides, it is a super that you get an average of 2 times per game. Pre nerf Firebolt was a panic button with absolutely no counter, that Warlocks got every 25 seconds, and could also get upon death. They also got them as quickly as they could be thrown when Radiance was active. Vastly different scenarios. #TitanMasterRace

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    FoH takes 1 second and it's too fast to snipe. The only time I've seen it countered is with a nightstalker super

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  • It's hard to counter, yes. But not impossible. Unlike prenerf Firebolts, which were impossible, and you got them way more than 2 times a match.

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  • I don't think any things wrong with the pre-nerf firebolt because they do the same amount of damage as every other grenade yknow.. Just because it happens OVER TIME doesnt mean much much more it just means that Sunsingers themselves are unique in that they have a grenade that can go around corners, but can be jumped over. But that's just me. I know it's really annoying, but most of the time the grenade helps me get in a place where I can be revived easier in trials. Nothing's wrong with a little complaining every now and then, I mean there's always room for improvement in everything. But when it causes a detriment to an entire subclass.. I think that's where I sorta draw the line..

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  • The problem was it left you at a tickle of health, and removed you from the fight for way you long. But the biggest problem was that it was literally the only thing in the game that was [i]uncounterable.[/i] nothing should be that strong without having a counter. #TitanMasterRace

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  • You can dodge it just like you can dodge or run away from any other grenade. The only difference is it doesn't kill you.

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  • You could not dodge a Firebolt because they activated immediately. Now they have a slight delay before they activate, though it's still difficult. Why are you defending a grenade that was nerfed because of how broken it was? It's already been nerfed, so there is no reason to defend it anymore. #TitanMasterRace

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  • [url=https://youtu.be/um1GmhM8rcA]Here[/url] is a video that breaks that argument. The grenade itself was fine. It had an arming time, and could be dodged. All the grenades are fine to me aside from lightning grenades at times only because of a little bug where they can damage through walls. The magnetism on stickies could be further reduced but I'd still give half a crap. Firebolts were fine. Now Sunsingers are trash because people complained a lot about the fact that firebolts could do damage for 10 seconds consecutively. Which I do agree was a long time, but then I thought to myself: "this subclass is built around its grenades and melee..." The super clearly emphasizes that. And now the grenades are by far the weakest in the game because of the Viking Funeral perk nerf.

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  • That doesn't break anything... #TitanMasterRace

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