Cool idea!
thx (:
Posts: 508 | Subs: 1
Posts: 308 | Subs: 1
Posts: 862
Let's talk Assault Nades
I can fix the building bug, and I can probably make it interruptible and/or refundable. I can even cut out some of the delay before the first volley. But it still sucks imo.
You're paying 25 more munitions for a bunch of extra grenades you don't need and a flashing warning light that tells your opponent to move and/or retreat.
How would you make them viable? Or admit Blitz is a one-tree wonder and leave them be?
Posts: 508 | Subs: 1
Change it into a bundle nade ability for every wehr inf unit? The bundle nade is some high risk/high reward stuff that is actually quite worth a try in situations.
Posts: 622 | Subs: 1
Posts: 508 | Subs: 1
Posts: 308 | Subs: 1
Posts: 508 | Subs: 1
The question is when would a suppressing (pinning?) grenade be useful. If the AoE was large enough and your aim was good enough you could stop flanks with it. If it pinned you could stop territory captures.
Posts: 742 | Subs: 2
Posts: 371
Opening up Pandora's box with regards to...the Puma, or the idea of buffing T4?
I don't think that any T1 changes are simple. Rifles and Jeep are buffed, if you nerf WM at the same time you run into the same "double buff" that got us into this situation to begin with.
I take it you're of the opinion of reverting the Rifle/Jeep in favor of Volks reinforce nerf?
Posts: 76
Posts: 308 | Subs: 1
Posts: 194
I think a suppression nade sounds good, but how much of the Assault Nade aesthetic do we want to keep? I.e.
1. One squad member throws one grenade exactly where you click
2. All squad members throw one grenade at another squad (Volks could have a weaker version)
Posts: 742 | Subs: 2
I think a suppression nade sounds good, but how much of the Assault Nade aesthetic do we want to keep? I.e.
1. One squad member throws one grenade exactly where you click
2. All squad members throw one grenade at another squad (Volks could have a weaker version)
Posts: 508 | Subs: 1
I think buffing t4 can be done essentially by buffing p4 because the other choices are strong and specialised enough for what they do . So i would give topgunners to the p4 from vet1 with 3/10s of their damage and then max them out at vet 2 .
Another thing that can be done is reducing the price of the tier 3 and 4 upgrades and adding the respective cost to the building instead rewarding some t1/t2--->t4 as alternative to t1/t2--->t3
I think a suppression nade sounds good, but how much of the Assault Nade aesthetic do we want to keep? I.e.
1. One squad member throws one grenade exactly where you click
2. All squad members throw one grenade at another squad (Volks could have a weaker version)
Posts: 508 | Subs: 1
Posts: 308 | Subs: 1
It's called "assault", not "throw supression grenade"... Making it just another grenade sort of destroys the purpose of the "assault" factor in it. So, option 2 is better by default. Because version 1 misses the entire point of this ability.
Imo you should focus on making Assault equally effective on all axis infantry units. Smaller squads should use their grenades in faster succession, i.e. more squad members throw it at the same time or the overall amount of grenades thrown is increased or something similar.
Posts: 508 | Subs: 1
Posts: 133 | Subs: 7
Posts: 308 | Subs: 1
1 | |||||
860 | |||||
14 | |||||
9 | |||||
3 |