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Thread: Chem 'nades are officially dead

  1. #1
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    Chem 'nades are officially dead

    Now before you say anything, let me give you 2 examples of yesterday's chem 'nade testing and actual performance:


    Example #1:
    Almayer is being boarded, and I realize chemistry dispensers will no longer be used along with their bluespace beaker counter-parts

    What do I do?

    300u of potassium and water into a large chemical grenade.

    Big 'ol Scarry ravager comes up and I prime it.

    Detonates LITERALLY UNDERNEATH the fucking ravager, and what happens???

    I get gibbed along with a HUGE radius (probably around 8-9 fucking tiles), and I immediately ghost ... wanna know what's happened to the rav?

    C O M P L E T E L Y ... NOT stunned and NOT missing ANY health.

    https://www.youtube.com/watch?v=AEQ__UYTZ74



    Example #2:
    Experiment repeated 4 times using glass beakers, normal casings, etc to confirm

    Methane and Oxygen are supposed to expand chemical fires to a VERY LARGE area right? WRONG!!!

    Upon detonating, it just make a plus sign on the floor ... that's it ... despite having nearly 180u of oxygen/methane.








    It's official, chem 'nades are no longer relevant.

    They can't stun or do damage.

    They can't make massive fires.

    GG
    Is an Ambidexterous marine and xeno main.

    Anekcahap "Kneecap" Volkov
    Agent X41833N

    "Some of the best words are never said, but are rather understood."


  2. #2
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    I know literally nothing about chem nades, and my post is probably useless, but recently I threw a chem nade that made a huge ass green fire (around 8 tiles wide I suppose).
    Got no kills off it, and no clue if I did any damage, but I got 1 FF kill out of it.

    *shrugs*

  3. #3
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  4. #4
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    Devs saw that they were super powerful and went "ah ah ah, no fun toys for the marines"

  5. #5
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    Quote Originally Posted by Stealth121 View Post
    Devs saw that they were super powerful and went "ah ah ah, no fun toys for the marines"
    And warrior grab and offscreen RPG is still in the game

  6. #6
    Member Mitzubishi's Avatar
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    You could fill a dart board with marine related tools and mechanics and place bets on which one will be removed this week with how it's been going lately.

    Sad.

  7. #7
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    Man, really? I was just using chem nades a few days ago and they were kickass. When was this stealth nerf put in?

  8. #8
    Senior Member Swagbag's Avatar
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    Quote Originally Posted by Just L View Post
    Man, really? I was just using chem nades a few days ago and they were kickass. When was this stealth nerf put in?
    Stealth nerfs don't exist.

    oh god I've been brainwashed!! send he;lp-

  9. #9
    Senior Member Swagbag's Avatar
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  10. #10
    Head Ukraine
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    - rscadd: "Explosions now have visible shockwaves"
    - rscadd: "Explosions are now circular-ish in shape"
    - rscadd: "Explosions blocked by walls may still spread around the wall in a cone-like shape. Be careful!"
    - rscadd: "Explosions will now reflect off walls (functionality was already there, just only happened in extremely specific circumstances)"
    - tweak: "Claymore mines now use non-directional explosions. Sharpnel from the mines remains direcitonal"
    - bugfix: "Fixed parts of large explosions temporarily freezing"


    I have zero fucking idea why you all have this stupid shitty predisposition that all that devs do is to mess with YOUR PERSONAL FUN.

    For fuck sake, get over it. We don't hide anything from you

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