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USF grenades underperforming

23 Sep 2014, 15:50 PM
#1
avatar of theblitz6794

Posts: 395

Are USF nades weaker than OKW ones? I rarely kill more than one man with my nades but OKW nades regularly kill 2 or 3 men and always force retreat. I rarely force retreat with my nades. I can drop one on an mg34 without any kills and regularly drop them on volks for no kills.

This is assuming equal nade dodging by the way. I place a nade right on volks or obers or sturms and it just doesn't do anything
23 Sep 2014, 15:56 PM
#2
avatar of wayward516

Posts: 229

Anecdotally, dropping Rifleman nades on support teams will kill 2-3 of them.

It might have something to do with model spacing?
23 Sep 2014, 15:59 PM
#3
avatar of theblitz6794

Posts: 395

Yeah it could be spacing with weapons teams

But squads? They do nothing. Often volks squad will go from 100 to 75% with no casualties
23 Sep 2014, 16:04 PM
#4
avatar of Aradan

Posts: 1003

I have no problem with USF grenades. Are good and depend on random gods of this game. :)
23 Sep 2014, 16:04 PM
#5
avatar of Thunderhun

Posts: 1617

Rifle nades are one of the worst grenades in the game. Takes ages to throw so even a brain-dead could dodge it and 30 muni/nade......and also costs extra mp and fuel to unlock it, it's not worth it atm.
23 Sep 2014, 16:04 PM
#6
avatar of wayward516

Posts: 229

I was thinking the other way around. Weapon teams tend to clump up around their weapon. Maybe Volks etc tend to stand farther apart, or disperse more on the move, than Riflemen?

Sturmpios always seem to stand very close together. I'd expect nades to affect them more
23 Sep 2014, 16:06 PM
#7
avatar of wayward516

Posts: 229

Rifle nades are one of the worst grenades in the game. Takes ages to throw so even a brain-dead could dodge it and 30 muni/nade......and also costs extra mp and fuel to unlock it, it's not worth it atm.


This used to be true, but I feel like they improved this at some point. I feel like they launch much faster than molotovs now - there doesn't seem to be a big wind up any more.

EDIT - I do wish that AT 'nades were unlocked at the same time. Waiting for vet 1 for AT nades is a little unfortunate. Plus, give Rifles AT nades at the game open, they could scare off or kill Kubels more readily.
23 Sep 2014, 16:11 PM
#8
avatar of frostbite

Posts: 593

Rifle nades are one of the worst grenades in the game. Takes ages to throw so even a brain-dead could dodge it and 30 muni/nade......and also costs extra mp and fuel to unlock it, it's not worth it atm.

they could use a 15%dmg boost I think especially since u need to upgrade with mp and fuel... 30f set usa back a lot. and nades should kill more guys definately
23 Sep 2014, 16:12 PM
#9
avatar of Thunderhun

Posts: 1617


they could use a 15%dmg boost I think especially since u need to upgrade with mp and fuel... 30f set usa back a lot. and nades should kill more guys definately


Or just throw it faster.
23 Sep 2014, 16:18 PM
#10
avatar of Hon3ynuts

Posts: 818

The USF grenades do the same damage as the OKW nades, they even have a better AOE profile.

However i believe OKW nades have a shorter fuse time and mabye throwing animation

The primary reason that you have this belief on the nades though is probably b/c riflemen have a poor formation(which is different for every squad just look at how paratroopers space out in their wedge) And that often leads to clumping up and more people dying. They should probably change the formation
23 Sep 2014, 16:23 PM
#11
avatar of DavidKh

Posts: 110

Have you seen what Volks grenade does?
23 Sep 2014, 16:24 PM
#12
avatar of Napalm

Posts: 1595 | Subs: 2

That teching cost hurts my bum.
23 Sep 2014, 16:50 PM
#13
avatar of NEVEC

Posts: 708 | Subs: 1

Overpriced at 25 fuel.
23 Sep 2014, 16:53 PM
#14
avatar of Arclyte

Posts: 692

Rifle nades are one of the worst grenades in the game. Takes ages to throw so even a brain-dead could dodge it and 30 muni/nade......and also costs extra mp and fuel to unlock it, it's not worth it atm.


I stack 3 +7% grenade range bulletins and use them like grenadier rifle grenades >:)

No one expects the john elway pineapple from half a screen away
23 Sep 2014, 17:21 PM
#15
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

right now grenades are the very best base upgrade you can use for the munitions since bars and bazookas are completely useless. Honestly 90% of the reason to tech grenades is for smoke anyway, but I think the pineapple is still good for wiping clumped, wounded squads and winning solo engagements.
23 Sep 2014, 17:29 PM
#16
avatar of Napalm

Posts: 1595 | Subs: 2

jump backJump back to quoted post23 Sep 2014, 16:53 PMArclyte


I stack 3 +7% grenade range bulletins and use them like grenadier rifle grenades >:)

No one expects the john elway pineapple from half a screen away


Oh my gosh. Romeo can you try this out tonight? "Catch this, bitches!"
23 Sep 2014, 17:30 PM
#17
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

no, throwing at max range grenades is very easy to dodge
23 Sep 2014, 17:43 PM
#18
avatar of Arclyte

Posts: 692

jump backJump back to quoted post23 Sep 2014, 17:30 PMRomeo
no, throwing at max range grenades is very easy to dodge


people expect you to be in grenade range first :)
23 Sep 2014, 17:46 PM
#19
avatar of wayward516

Posts: 229

jump backJump back to quoted post23 Sep 2014, 17:43 PMArclyte


people expect you to be in grenade range first :)


there's still a countdown. I'd rather do this with Mollies than USF pineapples.
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