Snipers and gunners setting up ambush positions have been around all along in FPS gaming. You can plan around it and take a different route, or even carefully out-shoot the enemy. Martyrdom is a different sort of situation IMO...you can do everything "right" and win a combat encounter, but still die from it because of the short fuse and large blast radius, combined with how some maps are laid out, or have to run away and wait.
When you face another person, you have the opportunity to out-think or out-skill them. With this thing, you can be correct in your tactics, someone crosses your path randomly, you can even kill them, but depending on your position and layout of the room/area, you may not be able to escape.
My basic point is still this: if it's meant to be an anti-teabagging measure (which IW stated originally), the blast radius doesn't need to be as large. If it's meant to be a suicide tactic (which actually seems to be a better "fit" to this game), then the fuse doesn't need to be shorter than normal. The issue for many people is the combination of the two: large blast + short fuse. If that's how IW truly meant it, fine...but it seems to go against what we were led to believe the purpose of it was.
When you face another person, you have the opportunity to out-think or out-skill them. With this thing, you can be correct in your tactics, someone crosses your path randomly, you can even kill them, but depending on your position and layout of the room/area, you may not be able to escape.
My basic point is still this: if it's meant to be an anti-teabagging measure (which IW stated originally), the blast radius doesn't need to be as large. If it's meant to be a suicide tactic (which actually seems to be a better "fit" to this game), then the fuse doesn't need to be shorter than normal. The issue for many people is the combination of the two: large blast + short fuse. If that's how IW truly meant it, fine...but it seems to go against what we were led to believe the purpose of it was.
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