Veterancy: increase nade range
Posts: 8154 | Subs: 2
The only useful thing for this is to be able to nade an MG while being supressed or when stacking bulletins and nading from extreme ranges against unsuspected opponents.
Anyways, does this improves gameplay? Would this improve anything at all MG performance in this specific scenario?
What about a cooldown reduction instead ?
Posts: 2470
Posts: 8154 | Subs: 2
Grens, PGs, AG, Cons, Shocks, Irregulars/Partisans (?), Rifles n PF get this on veterancy.
While my prefered solution would be that supressed units having a debuff on range on casting abilities (you can't throw things easily while crawling), i do think that this might also work.
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Posts: 4630 | Subs: 2
I would rather remove recived acc bonus.
Posts: 130
Posts: 4630 | Subs: 2
Is a RIFLE NADE no a hand nade, obviously have more range...
But less accuracy I think...
Other grenades need it to match rifle nade somehow because right now rifle nade is best one in everything: range, animation, no timer and can wipe 6 men crew weapon.
Posts: 8154 | Subs: 2
What improvement to gameplay brings up an increase range on grenades? The more i think about it, it only means making any MG easier to decrew even while suppressed.
Posts: 658
A better solution IMO is to disable grenades while suppressed or to reduce grenade range drastically while suppressed.
Posts: 8154 | Subs: 2
Removing that vet bonus wouldn't change much. Infantry would still be able to throw nades at MGs, even while suppressed, and probably wipe them or cause heavy damage.
A better solution IMO is to disable grenades while suppressed or to reduce grenade range drastically while suppressed.
I mention that before, and that should be the ideal solution.
But this thread is just not about that. I'm interesting on what the community sees regarding the buff in general. IMO i don't see any "benefit" on having it.
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