So I just unlocked MIRV, and I was interested to see what all the hubbub was about.
…turns out it’s just a worse version of Triple Threat.
With Triple Threat, you have much more precision over how your stickies are distributed. You can stack them all on one target to extend the length of the slowing effect, or you can blanket precise areas at long range with ease.
When you take MIRV, your Sticky Grenade pretty much drastically drops off in ease-of-use and precision, but gains virtually nothing. The grenades are still the same in power as they are with Triple Threat, but now you can only use them effectively at a very precise range. Too far and they’ll spread out too much; too close and only one grenade will stick on the target (while the other two spring off from the original and harmlessly hit the ground).
Perhaps the only two things it has over Triple Threat are:
It comes out a tiny bit quicker (like <1 second) so you can get to your CD that little bit faster.
An extremely inconsistent bug that can cause grenades to duplicate so you can end up with >4 stickies on the field at once. it seems to occur most often when the target is stuck at the very moment the grenades split, although I can’t be certain.
I honestly see no real reason to ever take MIRV over Triple Threat.
Perhaps if the grenades were split from the second they left the launcher (accompanied by the respective trajectory lines as well), and:
- Were at 65-70% power and radius instead of 50%
- Split into 5 grenades at 40% power
Much larger net damage gains, but it seems worth it considering the loss of precision.
As it is now though, it’s trash. A shame considering how useful his other Mutations (with the exception of Shield Scrapper) are.