Ok before we go commenting down below here me out. Played Titan during the beta and have always enjoyed playing as one. But here is my take on why people are complaining "A LOT" about this grenade.
First Off:
The damage this grenade deals is larger than the Lightning Grenade's "visual effect" leaving people angry and confused why they died to this grenade.
I for one would like Bungie to fix the visual aspect of the grenade to properly show where the grenade is hitting/arcing to.
Second:
The damage or range SHOULD NOT be affected. The grenade fairs well with proper placement (and depending on if you are using "Increased grenade throw distance") it'll take time to properly land your lightning grenades.
Third:
Just suck it up folks.
Leave your thoughts/concerns/arguments.
Thanks for all the feedback we are now Trending folks!
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Thanks for the feedback. I personally think the grenade is fine, but I'm more interested in what everyone here thinks. Let me know what you think below.
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It's fine.
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Actually when it burst, the real range shows for a small second.
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Ive had many kills with them in trials on my other Account, especially on Heavy rounds.the Visual does Need adjusting, because right now you dont know if youll get hit At certain ranges
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All spike grenades are inherently the same, most other classes simply don't use their spike grenades or use them properly. Place one of each type below a drop ship and you can see how high reaches and the width of the plume. They are basically the same. Most players don't realize that with the lightning grenade you can run thru it if you time the pulses which you can't do with a constant emitting grenade. Most players don't realize that the best placement is on a wall for the greatest area coverage and effect.
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The same could, and should be said about the FoH animation, although i think it should b ed reduced to fit it. It easily extends 3 or more meters outside the animation.
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Visible cone would be nice. Other than that the nades fine. Requires a skilled throw.
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They do too much damage and last way too long
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When I die to a Lightening grenade, the only thing that goes through my mind is 'Well, I'm an idiot for standing in it with my thumb up my ass'
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Two thumbs up OP!
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I feel whatever the effect is. Lightning grenade or eh em fist of havoc, the animation should match. You shouldn't look like you are far enough away to survive and get killed around a corner nor 30 feet above the effect...
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Hot Tip - If you are getting closed in on and you know you are going to die, throw a grenade at the wall - You will die, deny them the kill and most likely kill at least one of them and get an assist on the other or both. Nice getting a two for one when you are already dead. Works a treat. (warning: for occasional use only, overuse will have serious impacts on your credibility)
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Great for zone control or to manipulate an enemy and channel their movement Great offensive grenade Will kill you just as quickly if you mess up
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I agree with this post. Everything should remain the same except the visuals. I'd love to be able to accurately see when I'm out of range or when I'm gonna get hit
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Flashbangs and pulse grenades are terrible. there's no reason to ever not use lightning grenades as a striker. ever. That's a problem.
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My primary complaint is that they function as both a zoning grenade and damage grenade, and do it as good or better than the dedicated options.
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It's only getting hate because off salty hunters who feel that everyone else should have a Nerf because they nerfed tripmines , and if it is nerfed what else can we use?
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Yeah, I agree with the visual part, sometimes the grenade isn't even actually facing me but it'll kill or hurt me. A tripmine in the same position wouldn't even take 1hp off me.
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My only issue is that it feels like the initial detonation of the grenade does way too much damage. I haven't looked at the numbers but there have been plenty of times where a Titan has tossed one at the wall next to me and the initial burst took me down to a sliver of health from full, which means any amount of damage from that point will finish me off. Normally, I wouldn't complain about that from a grenade. That's generally what they are meant for, and incendiary and tripmine (maybe not so much anymore) can do the same thing. The difference is that the tripmine doesn't explode 4 or 6 times. Nor will a spike grenade nearly finish you off on initial placement. If they just decrease the initial burst to be the same as a regular tick, then they'd be fine. But they feel a little cheep right now.
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Edited by Ness: 8/30/2016 8:38:46 PMJust buff the AOE of all wall sticking grenades to be on part with lightning grenades. Even with an enhanced visual effect, the grenade does more damage in a wider are than most other grenades in the game. I do agree with changing the visual effect so that you actually know where the grenade deals damage though.
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Grenades in general should have an increase in recharge time imo. Gunplay would increase in Crucible if grenades weren't being thrown around constantly.
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I agree with the more accurate visual representation of the range.
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Absolutely. It seems that anytime Bungie changes a grenade's effective blast radius, they don't change the way is actually appears, like firebolts. It's time they fixed that, especially with those lightning cones.
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Here me out? Muted
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Yes. This right here is the perfect fix to a small problem. The grenades are in no way overpowered and don't need a nerf. They just need their animation displayed properly.
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It needs a delay like the trip mine and void "pillar" nade It's not OP, you just get hit with tons of damage as soon as contact is made, and then by the time you turn to run its too late. Damage cone on the Lightning nade is pretty wide too, making it even more difficult to escape. Putting a .5/1 second delay before the initial strike will fix all current issues people have with this nade.