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Specialist shock grenade from the Beta

We all know that his grenade is almost useless because people still can roll/dodge and deals like 1 damage per second, so what I suggest is that they change it back to how it was in the Beta where you have to press a button many times to be able to move again. I have a video to show it (I know it’s bugged but they could fix it with no problem)

Replies

  • Similar to the previous game shock grenade
  • DrX2345
    2888 posts Member
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • DrX2345 wrote: »
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.

    (The other thing was the repulsor cannon) Yes, I don’t see any problem with it and of course if they keep that short cool down it would be OP
  • DrX2345
    2888 posts Member
    DrX2345 wrote: »
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.

    (The other thing was the repulsor cannon) Yes, I don’t see any problem with it and of course if they keep that short cool down it would be OP
    Oh of course! The Repulsor Cannon! XD many lols were had with that on Strike on Kashyyyk?
    But that kind of proves my point - the Stinger Pistol and the Repulsor Cannon are both very situational (the RC more so than the SP but still). Both need a buff - Stinger could have the damage stack on Infantry, as I'm pretty sure if you hit them twice in a row they only take damage from the first dart. Alternatively have a medium impact damage - like 35 or something.
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • mellowshipslinkyb
    604 posts Member
    edited June 2018
    When I see a specialist’s shock grenade land near me, I don’t even bother to move.
  • DrX2345 wrote: »
    DrX2345 wrote: »
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.

    (The other thing was the repulsor cannon) Yes, I don’t see any problem with it and of course if they keep that short cool down it would be OP
    Oh of course! The Repulsor Cannon! XD many lols were had with that on Strike on Kashyyyk?
    But that kind of proves my point - the Stinger Pistol and the Repulsor Cannon are both very situational (the RC more so than the SP but still). Both need a buff - Stinger could have the damage stack on Infantry, as I'm pretty sure if you hit them twice in a row they only take damage from the first dart. Alternatively have a medium impact damage - like 35 or something.

    Yes, like the flash pistol of the assault, they’re completely situational but the shock grenade is almost useless, if you don’t use the star card slot most of the times you don’t use the grenad
  • DrX2345
    2888 posts Member
    DrX2345 wrote: »
    DrX2345 wrote: »
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.

    (The other thing was the repulsor cannon) Yes, I don’t see any problem with it and of course if they keep that short cool down it would be OP
    Oh of course! The Repulsor Cannon! XD many lols were had with that on Strike on Kashyyyk?
    But that kind of proves my point - the Stinger Pistol and the Repulsor Cannon are both very situational (the RC more so than the SP but still). Both need a buff - Stinger could have the damage stack on Infantry, as I'm pretty sure if you hit them twice in a row they only take damage from the first dart. Alternatively have a medium impact damage - like 35 or something.

    Yes, like the flash pistol of the assault, they’re completely situational but the shock grenade is almost useless, if you don’t use the star card slot most of the times you don’t use the grenad
    Eh. I use the grenade a bit, if only as a little scan type thing or for basic area denial. It's alright to chuck into the entrance of a corridor and use it to get targets or to see if anyone's there. But yeah, a rework would mak edit a lot more useful.
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • SMTHook
    223 posts Member
    Yeah it's more akin to the scan dart for me. It'll make players move from behind cover as well. Otherwise, it's pretty dull. I only use it because there are no viable options with my load out.
  • TheScape
    2211 posts Member
    DrX2345 wrote: »
    DrX2345 wrote: »
    DrX2345 wrote: »
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.

    (The other thing was the repulsor cannon) Yes, I don’t see any problem with it and of course if they keep that short cool down it would be OP
    Oh of course! The Repulsor Cannon! XD many lols were had with that on Strike on Kashyyyk?
    But that kind of proves my point - the Stinger Pistol and the Repulsor Cannon are both very situational (the RC more so than the SP but still). Both need a buff - Stinger could have the damage stack on Infantry, as I'm pretty sure if you hit them twice in a row they only take damage from the first dart. Alternatively have a medium impact damage - like 35 or something.

    Yes, like the flash pistol of the assault, they’re completely situational but the shock grenade is almost useless, if you don’t use the star card slot most of the times you don’t use the grenad
    Eh. I use the grenade a bit, if only as a little scan type thing or for basic area denial. It's alright to chuck into the entrance of a corridor and use it to get targets or to see if anyone's there. But yeah, a rework would mak edit a lot more useful.

    That is how I use it as well. It works well in Extraction for area denial if you toss it near the package. I even killed someone with it (he had low health).
    May your heart be your guiding key.
  • TheScape wrote: »
    DrX2345 wrote: »
    DrX2345 wrote: »
    DrX2345 wrote: »
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.

    (The other thing was the repulsor cannon) Yes, I don’t see any problem with it and of course if they keep that short cool down it would be OP
    Oh of course! The Repulsor Cannon! XD many lols were had with that on Strike on Kashyyyk?
    But that kind of proves my point - the Stinger Pistol and the Repulsor Cannon are both very situational (the RC more so than the SP but still). Both need a buff - Stinger could have the damage stack on Infantry, as I'm pretty sure if you hit them twice in a row they only take damage from the first dart. Alternatively have a medium impact damage - like 35 or something.

    Yes, like the flash pistol of the assault, they’re completely situational but the shock grenade is almost useless, if you don’t use the star card slot most of the times you don’t use the grenad
    Eh. I use the grenade a bit, if only as a little scan type thing or for basic area denial. It's alright to chuck into the entrance of a corridor and use it to get targets or to see if anyone's there. But yeah, a rework would mak edit a lot more useful.

    That is how I use it as well. It works well in Extraction for area denial if you toss it near the package. I even killed someone with it (he had low health).

    Yes, of course you can use it to clear a bit the package area, but in the Beta it also damaged the playes as it does now but also stun them which helps to deal more damage, and maybe the improved shock grenade star card could deal more damage or stun for more time
  • TheScape
    2211 posts Member
    TheScape wrote: »
    DrX2345 wrote: »
    DrX2345 wrote: »
    DrX2345 wrote: »
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.

    (The other thing was the repulsor cannon) Yes, I don’t see any problem with it and of course if they keep that short cool down it would be OP
    Oh of course! The Repulsor Cannon! XD many lols were had with that on Strike on Kashyyyk?
    But that kind of proves my point - the Stinger Pistol and the Repulsor Cannon are both very situational (the RC more so than the SP but still). Both need a buff - Stinger could have the damage stack on Infantry, as I'm pretty sure if you hit them twice in a row they only take damage from the first dart. Alternatively have a medium impact damage - like 35 or something.

    Yes, like the flash pistol of the assault, they’re completely situational but the shock grenade is almost useless, if you don’t use the star card slot most of the times you don’t use the grenad
    Eh. I use the grenade a bit, if only as a little scan type thing or for basic area denial. It's alright to chuck into the entrance of a corridor and use it to get targets or to see if anyone's there. But yeah, a rework would mak edit a lot more useful.

    That is how I use it as well. It works well in Extraction for area denial if you toss it near the package. I even killed someone with it (he had low health).

    Yes, of course you can use it to clear a bit the package area, but in the Beta it also damaged the playes as it does now but also stun them which helps to deal more damage, and maybe the improved shock grenade star card could deal more damage or stun for more time

    Even loving Specialist, I wouldn't give them a stun ability. Stuns are already abusive as hero abilities. Maybe they could add the Officer's grenade effects where you can't jump or roll while also slowing movement as some kind of compromise?
    May your heart be your guiding key.
  • TheScape wrote: »
    TheScape wrote: »
    DrX2345 wrote: »
    DrX2345 wrote: »
    DrX2345 wrote: »
    Could make it more viable, I agree. Currently I only use it on my Specialist because I use other cards - also the abilities in the left slot aren't that great. What, Stinger Pistol and... What's the other one? I actually can't remember. It can be alright in some situations (it's good for clearing enemies from the shrine on Takodana, for example) but having it so your movement is more severely impaired would be good. If it was to completely freeze you in place it'd have to have a longer cooldown though.

    (The other thing was the repulsor cannon) Yes, I don’t see any problem with it and of course if they keep that short cool down it would be OP
    Oh of course! The Repulsor Cannon! XD many lols were had with that on Strike on Kashyyyk?
    But that kind of proves my point - the Stinger Pistol and the Repulsor Cannon are both very situational (the RC more so than the SP but still). Both need a buff - Stinger could have the damage stack on Infantry, as I'm pretty sure if you hit them twice in a row they only take damage from the first dart. Alternatively have a medium impact damage - like 35 or something.

    Yes, like the flash pistol of the assault, they’re completely situational but the shock grenade is almost useless, if you don’t use the star card slot most of the times you don’t use the grenad
    Eh. I use the grenade a bit, if only as a little scan type thing or for basic area denial. It's alright to chuck into the entrance of a corridor and use it to get targets or to see if anyone's there. But yeah, a rework would mak edit a lot more useful.

    That is how I use it as well. It works well in Extraction for area denial if you toss it near the package. I even killed someone with it (he had low health).

    Yes, of course you can use it to clear a bit the package area, but in the Beta it also damaged the playes as it does now but also stun them which helps to deal more damage, and maybe the improved shock grenade star card could deal more damage or stun for more time

    Even loving Specialist, I wouldn't give them a stun ability. Stuns are already abusive as hero abilities. Maybe they could add the Officer's grenade effects where you can't jump or roll while also slowing movement as some kind of compromise?

    Yeah, but I don’t see any problem with this stun because if you press the button very fast the stun will last for 2 seconds or less but if you keep on it’s radios you will still recieve damage
  • GenxDarchi
    7721 posts Member
    Yes Please
    You guys are gonna make me rich......
    Xbox G-tag
    XJO461
    That Specialist rework was disappointing.
    nceaq2h23fqj.png



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