Fusion made is a GRENADE for one. For two, fusion nade tracking ranks up with hammer tracking. Three, fusion nade takes precision to hit and if the grenade doesn't hit, it does 0-5 damage unless the person is standing on it.
English
-
Yeah, and Nightstalker grenades or Envenomed smoke won't kill you on their own like a fusion will unless you literally just stand there and wait until you die. The tracking on the fusion grenades is pretty strong, comparing them to the essentially non existent tracking on hammers is nonsense. Smokes and the other Nightstalker grenades require about the same amount of accuracy to be effective. If you don't land it right under them, they'll just walk out easily without taking much damage. Fusions also only require that you have Fusion grenades selected. Whereas for smoke to be offensively useful you need the Envenomed and Lockdown perks selected.
-
They are literally two different grenades. All of Nightstalker nades are Low Risk/Low Reward Fusion is High Risk/High Reward They are fine. Smoke is the problem, when used with a grenade like Nightstalker nades, it becomes Low Risk/High Reward.
-
They don't lol...magnetic and fusion aa more turn radius then flux
-
High risk on something that curves like a homesick boomerang. Right.
-
Fusion takes lol no skill it has more turns them flux and if fusion bouce off a wall it will somehow stick to a person so yea and explosion is more wider the flux as well lol
-
Flux, Fusion, and Magnetic all have exact same properties except for detonation. Also, the tracking doesn't do anything at all. More often than not, the grenade will bounce off of the player rather than stick. If a grenade does bounce, it will not stick to anything.