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Originally Posted by chilledsanity
Well I'm skeptical that the slowing field will make much of a difference the way it's implemented. It seems like it should either last longer, slow down more, or else not have a primer. Otherwise it seems pretty sloppy to use effectively. Say you're in a flag room and see a scout fly in. He could conceivably be in and out before it goes off, and even if you do completely nail him, it doesn't slow him down THAT much. Judging from the video, it slows him down literally about 1 second, especially since he maintains his inertia. In theory, the slowing field seems like the obvious counter to the jump pad, what's the problem with making it last a similar duration as that?
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Knowing when to start priming is a key skill for all grenades, why should this one have that aspect removed? (Though I agree with Elmo's point about the possibility of reducing priming time). Besides, in a game as fast as FF, six seconds is quite a while. And unlike the 2.1 sentry push changes, these things have been tested and found to work pretty well: don't knock it until you've tried it.