Suggestion / realistic fix to German rifle nades.
Posts: 238
A possible solution would be to have the rifle nade work like a mortar, meaning the further the distance the more scatter it will have. We all know how powerful it is and it ability to wipe so many units.
All this will do is have a little more "skill" in using the ability. The closer you get the more accurate.
Grens with LMGs are already attack move units who beat many allied units at distance. I know i'm not the only one tired of attack move gren blobs or grens blobbed, walking into mgs and just rifle nading each one easy.
I think it's an honest fix where none of the stats change on the nade, it will still be effective, just not perfect at insane ranges.
Let me know what you think
P.S, forget that even the USA fighting position with RE in them, their rifle nades have a timer when they hit the ground to dodge, (yes i know its free rifle nades unlike ammo costing grens) Just a thought.
Posts: 658
It doesn't outrange HMGs (which have 45 range) but it allows you to fire the nade into fog of war and thus hitting your enemy without him even seeing it.
Remove the vet 2 range bonus and replace it with something else.
Posts: 1072
I also don't think the lethality of the nade is the problem. Its the way units bunch up in cover that is the problem. 30 munitions to take out 1-2 models isn't worth it.
Posts: 655
Permanently BannedNo offense, but Rifle nades are hardly a balance issue compared to the ease and spamability of USF nades, particularly when combined with smoke, so if your effort is truly to make grenades more balanced and fair, I would suggest looking at that aspect of the equation.
Posts: 2053
Posts: 1094 | Subs: 20
Seeing a 6-man maxim squad standing on top of each other near a wodden crate just asks for a Rifle Grenade.
Posts: 3103 | Subs: 1
It's not a very productive idea to ask for a munitions-based ability which doesn't guarantee success warranted all conditions are right.Well, to be fair many other grenades aren't guaranteed success either. The basic infantry ones all tend to have a bit of scatter (including the Rifles' Mk II which frankly is probably why sometimes it actually doesn't one-shot squads these days ), the elite infantry ones do not have scatter.
Though yeah, I would not ask for the rifle grenade to have the possibility of missing entirely, it would not feel good. Vet 2 is mostly just the kinda dumb part of it and the rest is the infantry-bunching affecting every grenade (still didn't make the Molotovs feel good though ).
Posts: 2307 | Subs: 4
Thank you.
Posts: 2470
Posts: 3052 | Subs: 15
I just came here to say that the Blendkörper 2H Frangible Smoke Grenade is the best grenade in the game.
Thank you.
+1 Agreed.
It counters blobs,garrisons,superior equipped squads....such a great grenade.
Posts: 1248
Posts: 61
No offense, but Rifle nades are hardly a balance issue compared to the ease and spamability of USF nades, particularly when combined with smoke, so if your effort is truly to make grenades more balanced and fair, I would suggest looking at that aspect of the equation.
Well I agree with you on this one, but insisting on that makes this thread unconstructive, let's leave that alone first.
To topic.
The problem of rifle nades only lie on units bunching up in cover. If units can spread out, rifle nades can only kill a model or two. So its not the range of the RN, its the cover piling mechanism in game.
I disagree with making the riflenade inaccurate and subject to chance in long range, like what sneakking said, the player who spends 30 munis on a riflenade should not be punished. It should be, instead, the player who got units bunched up/ or Relic who made those units bunched up.
Posts: 2396 | Subs: 1
A possible solution would be to have the rifle nade work like a mortar, meaning the further the distance the more scatter it will have. We all know how powerful it is and it ability to wipe so many units.
It costs amo. And if acting like a mortar means that the possibility to entirely miss and kill nothing will be quite high from far range having in view that you paid for it. You don't pay for autofire mortar shells.
Grenadiers excells at high range engagements. The rule is to close in, at close range where they quite suck. Having this said, I agree that the rifle nade is the most useful nade in the game. Though I see no need to change it. Usefullness doesn't always mean OP.
Posts: 17914 | Subs: 8
Your argument is invalid.
IF they will fix squad bunching, especially on support weapon, we'd have a lot healthier infantry/mortar and nade play.
Posts: 1653
Posts: 1153 | Subs: 1
1: When capturing territory, don't click on the point. Your men literally stand on top of each other. A full 6-man squad will die.
2: Give conscripts 8 men kappa
Posts: 692
Which one is it??
Posts: 1617
You know how we can prevent rifle nade wipes?
1: When capturing territory, don't click on the point. Your men literally stand on top of each other. A full 6-man squad will die.
2: Give conscripts 8 men kappa
You mean using micro counters grenades? 'Cuz it works!
Posts: 542
Everyone likes to complain about squad bunching.... but before people complained about their infantry not properly using cover
Which one is it??
Hug the cover, stop bunching up in the open?
Posts: 95
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