OKW Infiltration Tactics Grenade Assault
Posts: 542
The problem with it is that the 120 second timer gets reset to 120 second again if you get into combat in the middle of the recharging process. So unless you let your squads sit out the full 2 minutes out of combat in one piece (and any tiny thing may mean you are already in combat), you are never going to recharge the ability again.
2 minutes is quite long and I don't see people let their squads sit in base for that time just so they can throw one time their grenades, even if the ability is helpful in dealing with garrisoned units. In my opinion the recharge timer shouldn't be completely reset when you get "in combat" again but just be paused and continue where it was when you are out of combat again. Either that or the recharge duration should be reduced maybe.
Posts: 627
For 10 muni, though, well worth it.
Posts: 81
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Posts: 612
These grenades should have a price increase to 30 munitions, You almost have the CD up by the time you finish de capping and re capping a fuel or munitions point. The timer does not reset (maybe you had a bug) and units that spawn before 3CP already start their cool downs meaning that when you reach 3 CPs you have infiltration grenades available to the number of volks grens you have.
There is no reason to get more grenades for less munitions. They are similar to assault grens grenades which cost 45 munitions.
One more thing to consider: How often do you use grenades? many times they can be dodged and with the economy disadvantage many OKW players only use them sparingly. My point is that the time between grenade usage is usually close to the infiltration CD when you trade off which unit is doing it spreading out when the ability is up. This means you are consistently saving 20 munitions for more which is pretty goofy.
Posts: 138
I like to use it vs garrisons or mgs and is also good vs the infantry blobs anything else can just dodge it but when 3 or more squads are moving up to your volks faces, 5, 10 or more nades depending of how many squads you have will usually kill off a lot of models, it does seem to cheap for its performance but then again cant really use it that often and resource starved faction and all
Posts: 1701
Posts: 542
But yeah, I guess I will just cycle my units more. Seems just a bit counterintuitive with all that "forward truck placement" stuff to reduce time you need to get back in fight.
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Posts: 1571
It looks like the ability is restricted to volksgrenadiers and obers.
For scavenger, the LJI usually replace the volksgrens so it makes the ability not very useful or worthless.
Overall, I see infiltration as largely a buff for volksgrenadiers.
Why Light Jaeger infantry doesnt have these infiltration grenades? I used them yesterday, and I can asure you that they do
Posts: 322
Very good to clear out enemy building or deal against heavy blob ( You should try to hide first to create suprise - I found it works well in Semoisky and some 2vs2 maps ).
The cool down time never was a problem to me and I find that ability always available for at least 1 or 2 units on the field for me. Usually on the field I have at least 4 to 5 units can use that ability ( 2 Volksgrenadiers, 2 or 3 Obers ).
The ability restricted to Volksgrenadier, Ober and the unit come from Scavenger Doctrine only. But that's good because it makes the Volks squad worth using at late game rather than just a Panzersherck carry unit.
I disagreed that Sturmpioneers should be able to use this infiltration grenades. Reason ?
- This is a start unit with heavy firepower.
- Can repair vehicles fast, able to scan for mines but still able to switch back to 4 MP44 gun.
- Can drop Medical Supplies fast on the field for other units to heal ( Not fully but good enough to stay back on the field )
- can make wire to stop Light Vehicles + mines.
So er yeah, this unit is fine as it is. The stun grenade is not my favorite because it cost too much and AOE is kinda small ( Just like the one come from Elite doctrine ). You better retreat than using that grenade.
Posts: 1162
It's also supposed to have synergy with the radio silence ability so you can sneak up on a garrison or capping squad without your opponent noticing on the mini map.
Posts: 612
This blob nade is the reason why I love the OKW Command Panther doctrine atm.
Very good to clear out enemy building or deal against heavy blob ( You should try to hide first to create suprise - I found it works well in Semoisky and some 2vs2 maps ).
The cool down time never was a problem to me and I find that ability always available for at least 1 or 2 units on the field for me. Usually on the field I have at least 4 to 5 units can use that ability ( 2 Volksgrenadiers, 2 or 3 Obers ).
The ability restricted to Volksgrenadier, Ober and the unit come from Scavenger Doctrine only. But that's good because it makes the Volks squad worth using at late game rather than just a Panzersherck carry unit.
I disagreed that Sturmpioneers should be able to use this infiltration grenades. Reason ?
- This is a start unit with heavy firepower.
- Can repair vehicles fast, able to scan for mines but still able to switch back to 4 MP44 gun.
- Can drop Medical Supplies fast on the field for other units to heal ( Not fully but good enough to stay back on the field )
- can make wire to stop Light Vehicles + mines.
So er yeah, this unit is fine as it is. The stun grenade is not my favorite because it cost too much and AOE is kinda small ( Just like the one come from Elite doctrine ). You better retreat than using that grenade.
Its clearly viable, the problem is because the cool down starts even before you unlock them and it picks up where it leaves off. See it has a draw back which is easily avoidable through cycling which unit throws their grenades next. The infiltration grenades need to be at least 30 munitions because a regular grenade cost that much. On top of that, the assault grens have similar grenades, and theirs cost 45 munitions.
Posts: 1162
Posts: 359
This power already has weaknesses like it is slow to go off and it cannot be used often. The munitions cost and the payload are the only advantages it has going for it.
I quite like 10 munitions for the cost of the power. I could see 15 perhaps but I would not like to see anything like 25 or 30. This is an ability that is supposed to be cheap munitions wise. Strip that away and it's just a less flexible grenade with large downsides.
Posts: 322
- This grenade can only be use by Volksgrenadier/ Obersodaten atm. (JLIR squad can't use them).
- You WILL know when those infantry use this ( all squad members stop fire and put their hands into their di** , I mean pants ) Also, the animation time is slower than the normal grenade so you have plenty of chance to change position
So er no, this grenade is fine as it is. Even for only 10 muni, you can easy avoid it as long as you don't blob... Rifleman, Conscript or Guards in building can also easy jump out when you see enemy start doing the animation.
This grenade only effect against weapon team ( outside and in building ).
Posts: 503
oh how dissapointed i was
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