They serve the purpose of disabling turrets but right now they only disable for what...2 to 3 seconds? Its about enough time to close half the gap to a lvl 1 mg. I say buff them to at LEAST 5 seconds, I'm not sure if that would be enough or too little but something needs to be done Pros: Makes 2 out of the 3 scout grenades usefull! Yay! Cons: shit...none
Conc-nades disable turrets for at most 7 seconds if I am correct. The duration however is dependant on the distance between the grenade and the turret.
Hmmm I haven't really tested that nor knew it I'll give it a shot, but it seems that every time I conc a turret I'ts shootin me halfway there and I'm dead by the time its half-way sabbed
Concussion Grenades are designed for urban combat, not something made for mvalley, canyon or slaughtered.
Why not just make it sabotage turrets until they're repaired? I mean, engineers and grenadiers can blow turrets up just as easily. It's not that broken to let scouts disable them.
I believe it's 12 seconds, but it essentially has to be inside the turret to last that long. Either a distance or time buff wouldn't go amiss.
QFT! The blinding effect is not really useful, but can be quite effective at sabotaging your own team/griefing. I've seen coordinated rushes on district, escort, and urbanchaos fail because someone misfired a stun grenade.
Why not make it so it can't blind your teammates, only you (and the enemy?) It wouldn't be a hugely overpowering thing, because close quarters on these maps are rare. And, well, it's probably better to buff scout things rather than nerf them at the moment, given the way things are.
Blinding ability is super usefull, ive won games on district / urban by only constantly flash spam the enemy team for over half an hour.
I think that Concussion Grenades should do minor damage to turrets, and rather than disable them for a few seconds, greatly shorten the detection range, permanently, unless repaired.