(Infiltration) Grenades against buildings
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"maxims sitting inside buildings till ma IS2 arrives" is not a reasonable excuse to nerf this ability.
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grenades might get a 1/100 chance crit and kill the building, but the players i play against just exit the building and shift-queue re-enter. wasted 25/45 munis
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I dunno why Sturmpios can't have flamers in a balanced world.
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3 CP is not early
I dunno why Sturmpios can't have flamers in a balanced world.
Hence why they should get something that doesn't require them to get a vehicle out just to survive.
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The ability is strong but has a long cooldown. It's strong on a 5 men volks squad but gets weak if you lose entities. I think the best way to balance it would be to make it costing depending on how many nades are thrown if that's possible . Like 6 muni per thrown grenade. That way volks would pay 30 muni when demolishing buildings
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Permanently BannedYes they also work while pinned. I'm not too happy about how much damage they do to buildings but as already mentioned OKW basically has NOTHING else to counter occupied buildings early game.
Flak halftrack
L2p
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Flak halftrack
L2p
FailFish L2P advice, opponent occupying buildings shouldn't force any faction to choose tiers. Besides all base infantry should have some form of building clearance.
L2Trollolol
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Permanently Banned
FailFish L2P advice, opponent occupying buildings shouldn't force any faction to choose tiers. Besides all base infantry should have some form of building clearance.
L2Trollolol
Dumbest logic ive ever heared.
So if i see a KT. i shouldnt go t4 for jacksons? by ur logic, i shoulndt be forced to tech to jacksons
If i see p47's i shouldnt go Flak HT to shoot them down? By ur logic, i shouldnt have to get a flak HT
If i see snipers, i shouldnt rush a luchs or scout car? By ur logic i shouldnt have to do this
If i see maxim sapm i shouldnt go stuka? By ur logic, i should just let the maxims gain vet
If i see con spam, i shouldnt get an mg? By, ur logic i should just let the cons overwhelm me
Sorry to burst ur bubble. But this is how this game works
Posts: 612
Anyhow think of it this way: you get a squad full of grenades for what.... much less than a single grenade? There is literally nothing logical that can support why it should stay its current price.
The cool down seems long, but only in theory. The timer for infiltration nades starts when the unit spawns even if you are not at 3 CP's so when you hit that marker every unit can throw them. Plus when your units are getting healed or trecking a cross the map the timer drains. I did some tests with it. Retreating from combat, then reinforcing, then taking a fuel or munitions point without entering combat is all the time it takes for the cool down to recharge. That isnt actually very much waiting considering a lot of it was going to happen already when you were healing.
As for the building clear, I would be fine with it if the grenade at least cost as much as the ass gren one. It seems a little powerful to collapse a wooden building but it is a commander ability after all.
My point is that the grenades are OP simply because of how little they cost, and how the cool down timer in actuality is rather short.
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Dumbest logic ive ever heared.
So if i see a KT. i should go t4 for jacksons?
If i see p47's i shouldnt go Flak HT to shoot them down?
If i see snipers, i shouldnt rush a luchs or scout car?
Sorry to burst ur bubble. But this is how this game works
OMG HE GOT INTO HOUSES, FLAK HT SCHNELL, NVM HE GOT AT GUN ALRDY
its not a l2p issue for the okw player. you fail to understand that you shouldnt be forced to tech a specific building and buy a fuel based vehicle (as a fuel starved faction) to counter one of the most basics mechanics in this game. There should be an option similar to those that the other factions have.
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