All grenades need to be look at
Posts: 1439
In my opinion all the AoE profiles of all thrown explosives should be looked at and amended.
Posts: 1248
Posts: 824
After one of the recent balance adjustment all the Axis grenades got indirect buff due to the improvements to the squad behavior resulting in squad members being closer together.
In my opinion all the AoE profiles of all thrown explosives should be looked at and amended.
It is not just Axis grenades... but I do agree, all explosive AoEs are really good right now. Losing an early full health Gren squad to an "out of the FoW" Soviet mortar round can lose you a game and vice-versa for a maxim to an early German mortar.
I do find that a lot of grenades, right now, do nothing and some wipe entire squads, I very rarely find that grenades drop a single model or do some damage, it seems like it is all or nothing.
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To be or not to be in cover.
Posts: 4928
I saw this spacing in a game I was watching yesterday:
It was noteworthy enough to take a goddamn picture!
Make it standard!
Posts: 1637
Units should space out outside of cover, in cover they should consider altering the modifiers so that grenades aren't instant-kill.
I saw this spacing in a game I was watching yesterday:
It was noteworthy enough to take a goddamn picture!
Make it standard!
But they need to be careful. Any more apart and Dieter may get lost
Posts: 4928
But they need to be careful. Any more apart and Dieter may get lost
Maybe that's why the SL is pointing at shouting at him
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Posts: 640
I agree that the molotov should receive a minor buff.
Buffing it further would make it too good imo. It already prevents axis players from using buildings effectively on any urban maps - in which the axis generally struggle already enough.
The molotov has some really good benefits even if it doesn't hit, for example: your opponent has to move away from his cover unless he wants to burn in the fire and lose his unit. This indirectly results him in taking extra damage anyways while he cannot fire back as effectively.
Posts: 2470
Posts: 1042
Buffing it further would make it too good imo. It already prevents axis players from using buildings effectively on any urban maps - in which the axis generally struggle already enough.
The molotov has some really good benefits even if it doesn't hit, for example: your opponent has to move away from his cover unless he wants to burn in the fire and lose his unit. This indirectly results him in taking extra damage anyways while he cannot fire back as effectively.
Personally, I'd get rid of the molotov... too difficult to balance because currently it does squat...
Posts: 186
After one of the recent balance adjustment all the Axis grenades got indirect buff due to the improvements to the squad behavior resulting in squad members being closer together.
In my opinion all the AoE profiles of all thrown explosives should be looked at and amended.
And allied grenades got a nerf?
Posts: 186
Or simply AI can be improved so entities keep a larger distance between themselves then their dicks length when they are out of cover.
This. The current bunch-up is retarded.
Posts: 1144 | Subs: 7
Posts: 1439
And allied grenades got a nerf?
To be honest rifle grenades I have the biggest issue here, as they are significantly harder to detect (no visible timer + range) especially when you're microing stuff in the meantime. Grenades with a fuse I don't mind as usually I can move the squad in time.
Posts: 2470
Posts: 1042
To be honest rifle grenades I have the biggest issue here, as they are significantly harder to detect (no visible timer + range) especially when you're microing stuff in the meantime. Grenades with a fuse I don't mind as usually I can move the squad in time.
To me rifle grenades are yet another one of those cases where assymetrical balance was taken too far...
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