They don’t exactly set things on fire apart from that one singular small patch of fire it spawns when it first explodes.
Otherwise, they literally just act like gas grenades where the soldiers are clearly coughing as if under a gas attack instead of, oh I don’t know, coming into contact with something that essentially sets the air and anything it touches on fire.
Either change the grenade to any other warcrime grenade just about every faction seems to have access to or make WP more in-line with its actual effect- maybe by, say, auto-igniting anything who stayed in the cloud for at least 3 seconds. The clouds themselves only last 8 seconds, anyway.
After what- 4, actually, probably 5 consecutive nerfs, WP is practically inferior to molotovs, which at least set the ground on fire for 30 whole seconds.
If the intention was to nerf it to the point it’s just a generic gas grenade (and not even a good one), why didn’t they just start with gas grenades to begin with, instead of “haha funni white phosphorus”.
I agree with you, except for the fact that it’s not the smoke that sets anything on fire. The smoke is a byproduct of the burning phosphorus. Also the smoke isn’t poisonous.
The WP grenades should work differently though, less poison; more burning and smoke.
I disagree. The only problem here is that you are still expecting it to be a long term area denial tool. It’s NOT.
It works very well at what they intend it to do, which is clear out enemies in a small area that might otherwise have cover. In addition, it often does a BETTER job at this than molotovs, as it is a timed fuse rather than an impact detonation.
This allows you to do things like bank it off a doorframe, bounce it down a hallway, or even airburst it. (All of these methods I use personally and it excels at!)
So rather than expecting another area denial grenade, use it for what it is, and you will have a lot better time. If you feel you need area denial, molotovs are still available.
The nerf White phosphorus got was 100% justified, and compared to other grenades it is still very competitive, yet I would argue, only because grenades nowadays suck in general, which is why I’m still stuck with smoke.
molotovs used to be area denial, not anymore. Whenever I see Molotov in my path I just… run through it. with no injuries. doesn’t sound like area denia, does it?
You have a gas grenade that only deals 1.75 damage every second for 8 seconds.
To actually die inside the cloud, you need to stay inside that cloud for nearly 6 seconds, excluding if the aforementioned targets have the vitality perk. Bot pathfinding has gotten decent enough that they can navigate out of the cloud within that period. It’s even possible to simple outheal.
The update that reduces their permeability affects their ability to actually clear anything short of a confined bunker with precisely 1 exit. And even such bunkers with multiple floors will have an extremely mitigated effect due to the recent changes.
If the intent is to merely kill the occupants, a conventional grenade or explosive pack will do.
If the intent is to deny the area, a molotov will do.
If the intent is to flush defenders out, changes to bot AI will promote them to head for the exits when a conventional explosive is thrown in their direction, and they deem it possible to escape the blast.
The way white phosphorus is right now, it is neither powerful nor flexible enough to warrant use outside of harassing an enemy team full of bots.
Now, back to the topic at hand.
Just change WP into any other gas grenade if they’re going to stay as they are.
You can’t even kill bots with both WP or Molotovs in direct hit, and they can throw the WP back to you if you timed it short…
WP is useless, is a worse smoke grenade, and funny enough Molotovs isn’t even strong enough as areal denial, sure 30s but doesn’t matter when I can just walk through it sice the Devs increase the time people can stay/walk over flames