frequent rifle grenades squad wipes
Posts: 156
It is already almost impossible to dodge, the only way to foresee the nade is to listen to when they yell "grenade!", but alot of the time I have 2 or more skirmishes going on and even then discerning which squad is aiming at which is nearly impossible.
Is this working as intended?
Posts: 108 | Subs: 1
If it benefits the allies, it is a bug and it'll get fixed in two days.
So don't think too hard about why a longer range, lower warning grenade with instant detonation that you get for free after teching to tier 2 is better than a shorter range, timed grenade that'll bug out and not throw that you have to research individually.
In all honesty the only reason it gets passed over for scrutiny is because of how much other ham is present in the game. If your US riflemen are getting hosed by grenadiers you gotta question what you're doing.
Posts: 1094 | Subs: 20
If it benefits the Germans, its a feature.
If it benefits the allies, it is a bug and it'll get fixed in two days.
how can one be so biased?
Grenade wipes happen on both sides, and it's due to the cover seeking behaviour. Units tend to clump up much more after leaving cover, and they phase through each other so it's possible that the whole squad stands on the same spot. The fact that Riflenades have this long range makes it a bit easier for them. If you would just increase the spacing for the squads if they are not in cover, that would help alot.
Posts: 156
If your US riflemen are getting hosed by grenadiers you gotta question what you're doing.
Why? Is there an easier way to gib riflemen?
Posts: 156
how can one be so biased?
Grenade wipes happen on both sides, and it's due to the cover seeking behaviour. Units tend to clump up much more after leaving cover, and they phase through each other so it's possible that the whole squad stands on the same spot. The fact that Riflenades have this long range makes it a bit easier for them. If you would just increase the spacing for the squads if they are not in cover, that would help alot.
This is with them standing behind cover and not moving.
Posts: 618
Posts: 449
2. Riflemen have notoriously bad formations and tend to clump together even when out of cover.
3. The Riflenade animation is bugged at certain angles. The nade will sometimes fire before the kneel animation.
Posts: 3103 | Subs: 1
lol the time it takes for the grenade to hit the ground is about as much as it takes for a normal nade to explode. And also the Gren who fires it performes an anim, the grenade itself flies through the air with a trail, and there's a distinctive sound when the Gren squad fires it. I don't see how the visual/audio cues for it are worse than normal nades.
Because the animation for the Grenadier makes himself less obvious (crouches down) instead of more obvious (tosses arm up to throw).
Honestly though, 99% of any issues I have with it though is mini-precision strikes from the fog of war at vet 2 and the squad-bunching which makes most things that explode squad-wipe anyway (RG-33 + enemy in cover = Guarantee squad-wipe on hit or your munitions back!). The rest is just an extra annoyance.
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Permanently BannedPosts: 618
Posts: 3052 | Subs: 15
1. Units clump closer together in cover than out of it. So it's easier for low aoe explosives (like nades) to wipe squads in cover. Also, cover provides no protection against explosives.
2. Riflemen have notoriously bad formations and tend to clump together even when out of cover.
3. The Riflenade animation is bugged at certain angles. The nade will sometimes fire before the kneel animation.
cover lowers nade damage by 50%,but its still directional...so in some cases its actually better to just stay still(if youre fully in green cover) if you get caught by a nade you cant dodge instead of trying to quick retreat to dodge it.
Posts: 3103 | Subs: 1
cover lowers nade damage by 50%,but its still directional...so in some cases its actually better to just stay still(if youre fully in green cover) if you get caught by a nade you cant dodge instead of trying to quick retreat to dodge it.
Only heavy cover reduces grenade damage, light does not.
Posts: 1144 | Subs: 7
cover lowers nade damage by 50%,but its still directional...so in some cases its actually better to just stay still(if youre fully in green cover) if you get caught by a nade you cant dodge instead of trying to quick retreat to dodge it.
its not directional vs explosives, if youre in green cover youll take half damage from grenades no matter where the grenade lands.
Posts: 8154 | Subs: 2
Posts: 156
Welp think what you want but please can we end the fucking myth that its impossible to know when a rifle nade is coming? ffs the animation they do for firing rifle nades is as clear as conscripts throwing molotovs, if you can't see that then its your own damn fault. The only actual issues with riflenades is the range bonus it gets with vet. Not the damage, not the cost.
Molotovs dont wipe a full health squad on impact and require fuel to unlock
Posts: 3103 | Subs: 1
its not directional vs explosives, if youre in green cover youll take half damage from grenades no matter where the grenade lands.
I just checked myself in CheatCommands, from what I can see it is kinda directional versus grenades, but it's a bit weird. Were it simply "In heavy cover, take half damage from grenades", it would be impossible to kill off models at full health with it yet I did manage to kill one Panzerfusilier with an RG-42 - however, it seems to only circumvent the cover if placed very behind the heavy cover, and so placing the grenade right in the middle of the squad behind heavy cover will still have it count as directional to the heavy cover and thus prevent it from killing models at full health. I got the model kill by placing the grenade a bit further back, I imagine from placing it in a spot that is completely outside of the hitbox of the cover (as can be seen by how far the green dots go from the wall).
Of course, placing the grenade so far back somewhat reduces the effectiveness of it anyway since it is farther from more of the squad, though it did look a bit more effective to do this instead of just placing it in the squad's center to me.
Posts: 300
Posts: 3103 | Subs: 1
Am I alone in the belief its extreme hard to spot vet 2 grenadiers preparing a rifle grenade in a big fight with a bunch going on?
When there's four of them able to do that at once, it's definitely difficult.
Posts: 300
When there's four of them able to do that at once, it's definitely difficult.
Nice to see im not alone, IMO by itself the Rifle Grenade is fine but the Vet 2 range+lots of going on makes it borderline impossible to see it coming before its too late!
Posts: 3103 | Subs: 1
Nice to see im not alone, IMO by itself the Rifle Grenade is fine but the Vet 2 range+lots of going on makes it borderline impossible to see it coming before its too late!
You can watch which of the Volks/Rifles/Cons are getting close to you to predict which of them can toss nades and compartmentalize which on your units are in range to be threatened by it if you can't watch them all at once.
You probably can't do that to vet 2 Grens unless your blob ran into their blob right around a corner the exact same time (I exaggerate, but you get what I mean).
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