Login

russian armor

Who need mortars when you got grenades like that....

16 Jun 2014, 15:01 PM
#1
avatar of voltardark

Posts: 976

Grenadier's grenades are too good...Being able to thrown them while being suppressed is game breaking.... So game breaking that none of my friends want to play Soviets on a small or medium map anymore...:(

Killing sov's mgs is really too easy with them... no more skill involved...

A fix is needed. Even computer stomp (hard) is not fun on small maps cause of that...

Are we alone to think that ?

Plz comment.

Thanks !
16 Jun 2014, 15:03 PM
#2
avatar of morten1

Posts: 368

Either they do a shit ton of damage or meh better luck next time
16 Jun 2014, 15:05 PM
#3
avatar of Katitof

Posts: 17914 | Subs: 8

Nevermind, misread you.
16 Jun 2014, 15:06 PM
#4
avatar of Unshavenbackman

Posts: 680

To late! The riflenade was changed a month ago.
16 Jun 2014, 15:07 PM
#5
avatar of Imagelessbean

Posts: 1585 | Subs: 1

The problem is that without the rifle grenade the larger soviet MG squads would be too good against grens.

I agree a unit pinned should not be able to do anything but retreat (this would go for both Soviet and Ost units).

When I use Soviet MG's I just expect attrition to rifle nades. If I can get the German player to trade 1 nade for 1 model I am doing well in the trade.
16 Jun 2014, 15:39 PM
#6
avatar of Bravus

Posts: 503

Permanently Banned
LOL!

Sometimes the rifle nade dont kill one... Ghost shots...

I even see the shot pass the body of the soldier...
16 Jun 2014, 15:58 PM
#7
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

Rifle grenades are fine; if you compare a molotov hitting an MG 42 and a rifle grenade hitting a maxim, I'd rather be the maxim. The 6 man squad reduces their effectiveness to force a retreat, the Ost player needs to trade a significant amount of muni to do that with multiple rifle grenades. Any further reduction to the rifle grenade would make it not worth the price, the chance to waste all of the muni is too great to have the maxim still shooting.
16 Jun 2014, 16:47 PM
#8
avatar of GustavGans

Posts: 747

I don't see any problems with the rifle nade. Just consider that the maxim crew has 6 men, that it suppresses and repositions very fast and that rnades cost alot of ammo.
16 Jun 2014, 17:05 PM
#9
avatar of Kreatiir

Posts: 2819

They cost a lot, but are indeed very effective.
I also hate the fact that MG's can't properly pin.
Grens are suppressed, crawl forward and get that nade in.

Anyway, it's ok but could be better..
16 Jun 2014, 17:09 PM
#10
avatar of Bulgakov

Posts: 987

Conscripts can also throw molotovs when suppressed.


The rifle grenade can be punishing I agree. But the Maxim has a lot of strong points so it needs weaknesses too.

Another member pointed out that rifle nades are expensive, much more expensive than molotovs and don't guarantee that the MG has to pack up and run as the molotov does.


Next time you play as Germans, try to beat Maxims without using the grenade. Or without using it when suppressed.
16 Jun 2014, 17:40 PM
#11
avatar of van Voort
Honorary Member Badge

Posts: 3552 | Subs: 2

Q: Who need mortars when you got grenades like that....

A: Anyone who would like to have some munitions.




16 Jun 2014, 18:55 PM
#12
avatar of Aerohank

Posts: 2693 | Subs: 1

It's not that grenades are too good, it's that artillery is mostly shit in 1v1.
16 Jun 2014, 19:01 PM
#13
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Rnades are fine, the only problem is the maxim on itself, eventhough theres a little similarity with molotov crits (up to some degree).

-Rnade maxim/mortar
-Retreat but gunner get´s killed.
-Keep killing the gunner and wiping the squad.

On the other hand...

-Molotov
-Issue retreat order
-Gunner get´s killed but MG magically teleports to other member crew.

If a nade doesnt kill shit, that is mostly a micro mistake.
Aim towards the biggest group. Don´t quickly "double" RNade one after another to clear a maxim. Wait till they "regroup" or there are people actually manning the MG.

16 Jun 2014, 20:23 PM
#14
avatar of CptEend
Patrion 14

Posts: 369

^That. It's much easier to wipe a Maxim than it is to wipe an MG42 because of that annoying animation. The rifle nade itself is just fine. It's strong, but it costs a lot of munitions that could have been spent on something better for the long term, like LMG42s or Teller mines.
16 Jun 2014, 20:26 PM
#15
avatar of Mr. Someguy

Posts: 4928

Imo Maxims crews be slightly weaker in some way, but give the bloody gun the ability to back up.
16 Jun 2014, 20:33 PM
#17
avatar of coh2player

Posts: 1571

I use a lot of penals and grenades are a problem as well.
16 Jun 2014, 20:36 PM
#18
avatar of braciszek

Posts: 2053

Rnades are a good way to move enemy units out of cover without getting out of cover yourself. I forgot how much oorah + molotov costs together (i dont use worthless molotovs) because you need to run at the enemy, lose half a squad, and barely make it out alive just to move another unit. Well, thats what i always see when i am Ost, since molotovs are barely small annoyances for me.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

906 users are online: 906 guests
2 posts in the last 24h
8 posts in the last week
40 posts in the last month
Registered members: 49070
Welcome our newest member, Blesofsk
Most online: 2043 users on 29 Oct 2023, 01:04 AM