Assault grenades too potent at 45 munitions
Posts: 401
The grenade throw itself is very difficult to dodge the first bunch since the animation is quick, and the whole volley will wipe squads.
Because they are so survivable, and mobile, they can get in to throw and run.
45 munitions is a lot, however it's not that much in team games, and almost always kills its worth in manpower.
I suggest a toning down of the assault grenades by decreasing damage slightly. This will also help balance them now that units in buildings take extra grenade damage. Reduce the assault grenade damage such that units in the open take less damage than before, but units in buildings take a more.
Posts: 140
Because they are so survivable, and mobile, they can get in to throw and run.
So you are saying we should nerf the shock troops as well. They perform 10x better than AG and have that nasty smoke nade... which they use on my MG42. Lets not forget that you need to bring 2-3 squads to kill em.
Posts: 110
Posts: 1108
The grenade throw itself is very difficult to dodge the first bunch since the animation is quick, and the whole volley will wipe squads.
Every nade is difficult to dodge, with this delay imo I've never seen, that this nade wipes out squads.
Posts: 401
The smoke grenade may work on MGs, but not much else. And if Shocks are an issue, that's a separate balance issues for which you should make a thread.
May also be an issue with the input lag as well. Since I was issuing dodge orders left and right but my troops just weren't responding. The spread on these grenades is actually more helpful against infantry in the open, as you have to dodge move farther away, giving more time for the agrens to shoot.
Either way, fix the lags of various types, or fix the grenades.
Posts: 786
at 60 muni it had the same price of a zis barrage or a satchel being nowhere as good
Posts: 927
AGrens still have great up close combat ability, good mobility, decent armor, and 5 men. Then on top of that they have an ability that clears infantry in the open or buildings.
The grenade throw itself is very difficult to dodge the first bunch since the animation is quick, and the whole volley will wipe squads.
welcome to the world of soviet grenades.
Posts: 419
Posts: 2425
Permanently BannedProtip:You can pre-emptively throw Molotovs to block AGrens and Pgrens getting into Nade range. Its suicidal to enter the flame field for the Nades throw time.
Also, where did you get it into to your head that Nades do more to garrisons now?
Patch notes only specify Flamer and Mortar as more effective.
Posts: 600
Posts: 688
But it's a lot of ammo to the usually ammo-starved german player.
I'd almost say it's a good bargain to trade a half-dead con squad for 45 ammo in the late game...(almost)
Plus the wipe only succeeds if the soviet player isn't paying attention.
So no, I don't think it needs change.
Posts: 8
Posts: 644
Posts: 168
Ass grens is easy to counter in 1v1.... Clown car with flames wins. Also posh conscripts and and shocks outperform them. And finally most favorite unit for all soviets t70. I really don't see how you can loose to ass grens.In 2v2 its a little harder I agree but still beatable
Causes me trouble in 1v1 if they all rush my cutoff sector at the beginning. 3 squads is hard enough to fend off even with the flame car and once tier 2 hits it becomes even harder and i'm starved for fuel and bleeding like crazy
i'm not really complaining, just saying
Posts: 600
Causes me trouble in 1v1 if they all rush my cutoff sector at the beginning. 3 squads is hard enough to fend off even with the flame car and once tier 2 hits it becomes even harder and i'm starved for fuel and bleeding like crazy
i'm not really complaining, just saying
As other people said just sit in a house and laugh at the pathetic tries of ass grens to deal damage. Played a game against a guy who used them, bassically only thing I did was sitting in the building vs 2 ass grens with 1 cons squad while the other 3 were capping the area. If you see them move away to cap something else just get out and start capping while waiting for them to come back, because they will and then camp the house again. This will, make them waste time decaping important areas and not capping anything else while you cap. This tactic works in semoiyski and kholodny kharkov is even easier. I have trouble against them on minsk though.
Posts: 168
As other people said just sit in a house and laugh at the pathetic tries of ass grens to deal damage. Played a game against a guy who used them, bassically only thing I did was sitting in the building vs 2 ass grens with 1 cons squad while the other 3 were capping the area. If you see them move away to cap something else just get out and start capping while waiting for them to come back, because they will and then camp the house again. This will, make them waste time decaping important areas and not capping anything else while you cap. This tactic works in semoiyski and kholodny kharkov is even easier. I have trouble against them on minsk though.
Not all maps have houses at cutoffs and not having the cutoff means no fuel or munitions even if you manage to hold some of those sectors
Your opponent must not have been too experienced if he was attacking the house
Could be I'm doing something very wrong but this cutoff rush has been a bit of a problem lately, for me anyways. Not necessarily always with assault grens either
Posts: 8154 | Subs: 2
Posts: 577
Also, where did you get it into to your head that Nades do more to garrisons now?
If I recall correctly all AoE weapons have a 1.5 radius vs garrisons which means they have a higher chance of hitting multiple entities, aka deal more dmg. That's all AoE, not just nades.
Fun Fact: That was also why sometimes mortar rounds and riflenades instagibbed a building - it had a small and a high crit, the small being 1.25 and the big being 6 times the AoE (not entirely sure about the numbers), which caused it do deal massively more dmg to the building. Now it's always a fixed amount.
Posts: 2425
Permanently BannedDoes it affect Molotov too?
Wish they had specified that in the patch notes...
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