Halve heal nade healing/damage rate, double duration and double damage to compensate, keeping the same total healing potential and same damage per second: g_nades_heal_rate 15; g_nades_heal_time 10; g_nades_heal_foe -4
k9er
PASSED
3:0(4 abstained, 22 didn't vote)
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User
Decision
Comment
AsciiWolf
NONE
Freddy
ABSTAIN
I don't see special nades as part of the core gameplay.
Antibody
NONE
Arch
NONE
bones_was_here
YES
Having to stand in it longer to get the health seems fairer (it was a bit OP), also this is more forgiving if it bounces away and you need a moment to get there.
carnag3
YES
definitely an improvement over the current heal nade
divVerent
NONE
Dodger
NONE
Dr. Jaska
ABSTAIN
Never have I played with grenades so I'll let people who play with them vote for their balancing
ferreum
NONE
Halogene
NONE
hotdog_the
NONE
illwieckz
NONE
k9er
YES
Heal nade giving 150 health over 5 seconds was way too powerful, halving the healing rate should necessitate players stand still (prone, and less capable of attacking & defending/evading). I think that even after this change heal nade will still be overpowered comparatively, something we can consider is making it give roughly 100 health + 10 armor over 10 seconds, but it's somewhat difficult to balance nades for Overkill and normal rulesets simultaneously, and I think this change is a good enough intermediate.
LegendGuard
NONE
Morosophos
NONE
MrBougo
NONE
nitroxis
NONE
pcl0l
NONE
rly_xa
NONE
J.R.
NONE
Silent
NONE
SPLAT
NONE
Spike29
ABSTAIN
I'm not familiar enough with nades to have an opinion on the matter.