Sequel to king fleshpound thread
>>383582216
now about nades?
I were to slow and now ive typed everything so whatever lets start a new thread
>>383588914
>most of the unique grenades in kf2 are worthless
>Freeze grenades allows instakill for sharpshooter, commando, gunslinger, SWAT, etc. for FPs and scrakes
>Nail grenades allow stun for multiple headshots for gunslingers, commandos, SWAT, sharpshooter, etc.z
>Flash grenades for crowd control and FPs and scrakes
>Molotovs for big zeds and crowd control
>Support grenades great for crowd control
>Frag grenades for everything
>Ditto for dynamite
alright, may have been a bit to fast to say "worthless" but anything other than pure damage is shit against hans for example.
the grenades does certainly have more varied utility now but now its nothing but a waste of money to throw more than one grenade type against a big zed,
"ooh the SS have frozen the FP, a scrake and a bunch of clots that was chasing him? he is incompetent or have run out of ammo? let me help out and ship away its hp with a grenade since im to far away from it and im knee deep in shit over here already. *this guy however is a berserker and his nades do literally fuckall since its already frozen and so does all the other classes with CC nades*. congratulations your willingness to help achieved nothing at all. "
in kf1 it was a fast, reliable but expensive alpha damage tool for all classes which made it possible to chip in to take down fps or groups even if the player werent equiped for the role. these current grenades seem so fucking self centered its insane. most fun, exciting moments when shit hits the fan lose its meaning when you have five "get out of jail" cards that does fuck all when your team mate have already used his
Flashbang of course. SWAT a best big zed popper.
Never really seen the point with the zerk nades. Already good against big game and trash depending on loadout.