https://www.youtube.com/watch?v=1Kpxq1MxgB4
Are the infiltration grenades working as intended for squad whipe or near whipe? Shouldn't it cost more than 10 MU for that? And mixed with a volks spam, it's pretty cost efficient. The short fuse makes it pretty undodgable.
Edit: Here's different points that were discussed
It's doctrinal
I was told it wasn't an argument when discussing allied units, shouldn't be here.
It has a short range
Tested, it has the same thrown circle as the normal potato masher. Some of the grenades are even thrown a bit further with the dispersion and it's AOE is really big. There is also no too short range when being assaulted. Pop up to counter an assault. a bit tricky but with practice you learn the right spot to throw it.
Easy to dodge/see
Not more than other grenades, the time between the moment between the first guy starting his animation and throwing it is about the same as any other grenade. The short fuse of 0.6 is also a killer. Given that each grenade will make your squad run and thus not fire or give you any chance to really dodge the rest over a kinda lengthy period of time dosen't make it any easier to dodge compared to other grenades. It's much harder actually (short fuse, long "stun", wide area, not slower/shorter range than any other grenade).It's also cheaper than the molotov that IS easy to dodge, even after it hits you.
"It's definitely counterable and dodge able, yes. But so are every other grenade in the game."
pwnagemachine
Out of combat
The out of combat thing isn't even true, in the video you can see i saw them, shota few bullets at them and throw a smoke at them. Their presence was known and acknowledged from the start. Subscequent tests were made and you can still throw it even if you are in combat until you use it again. The first cooldown never resets, but other subscequent cooldowns will reset if attacked but only during a cooldown.
Long timer
I wouldn't worry about it as much as the other guy who failed his assault/got wipped/is forced to retreat to a 235MP unit (you can have alot of those). After testing in real games, i found that i never ever see the timer on those grenades on the volks, the sheer number of volks you can have makes it so. They are also easely replacable which gives them a fresh ability (on a cooldown but not resetable).
Low damage
Wide area, AOEs overlap, 40 damage per grenades. I let you do the maths. I also found that the minimum damage seemed to be about half the health of a squad and that's minimum, it can easely go above that.
RNG
This makes the grenade behave wierdly, you can throw it right under their feet and do almost nothing while other times you wipe them. This makes this ability not so interesting when it bahave like that.
Just a price increase
As MilkaCow pointed out, just a price increase would relegate this ability to the bin, randomness and higher cost don't go so well together. The potential to wipe squads of specilists with a cheap squad shouldn't be given only on the sole argument that "it's" random. It's not fun for any partie involved.
Biggest problem?
The low cost (235 MP) good at long range volks unit become a killing machine at close range, be it on the assault or defensively.
If used defensively, there is not much queus to what's about to unfold. Since you don't have to move it pops out almost automaticaly (try it). With a bit of practice you can learn to land it right on top of the assaulting squad.
Meaning that for 10MU you can have that cheap unit survive shock troops assault and wipe/route them. So much for "softening up if you suprise your enemy".
Somes might say : "keep your troops away!" ... to which i would say: " Would you keep your shock troops away from volks just because of a 10MU ability?" Even if you fail? whatever, it was 10MU.
Their low cost and high availibity + being good at long range means that the volks should often have this ability ready, or at least one of them. WHen testing, i tried to used quitte often in cheesy ways, and i NEVER saw a timer. It was always ready.
It also overlaps greatly with the normal grenade that can still be used. 40Mu will get you a long way.
Suggestion?
Maybe trying to remove the timer and overlap with the standard grenade. Making it more constant and more supportive and keeping a low price 10-15MU.
- Keeping the timer but a much lower one
- Lowering the damage by alot and increasing the stunning factor / throw a mix of concusion and explosives
- Making it activate after a succesfull salvage
- Give it a timer when you enter combat say, 5 seconds, after which the ability is disabled until the end of the combat.
Mix and match, propose new stuff. Thanks MilkaCow for some of the suggestion. As he said, we could probably rework it to be less redundant with the normal potato masher.