Why no countdown for rifle nades?
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Posts: 1487
Its strenght is so absurd that in fact it is hand held AI artilery. That makes 240 MP unit into wiping machine. 1 rifle nade can easily give you decesive advantage in engagement of multiple (2-3) squads. How is that fair?
It costs 30 while hand granades costs 45 for some reason. Lack of visual effects and command execution delay makes it really impossible to purposefully dodge it most of the time. Most top players know it didnt even try to dodge, chossing to stay in green cover to only lose like 3-4 models but not a squad at once.
All greandes have countdown while the strongest one dont. Why?
Posts: 4928
Also, Rifle Grenades are hardly the "strongest one". That trophy goes to the Guard's RGD-33, holding nearly the power of the Bundle Grenade, with the fuse time of a normal Grenade.
Posts: 1487
Strongest not only in terms of damage but in terms of range. That range is a thing in itself but also makes it way harder to notice when it fires.
It doesnt need a reaserch, and battlephase is considered to be part of tech building cost.
I know that you can dodge it only if you click everithing before it goes off. So projectile is sbsolutely irrelevant already. When they sit to fire you must already clik to move sqaud. If there a more than 1 squad you have no chance to know where he is firing.
Posts: 830
It is OK if some abilities are OP, unless they makes the whole fraction OP. This is the case with rifle nades unfortunately.
Posts: 2470
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eh, i think he has an argument there, even if it's not a great one.
i would consider RGs to be the strongest nades by quite a ways and they are on OHK's baseline infantry which means they're widely available.
Posts: 125
Posts: 830
eh, i think he has an argument there, even if it's not a great one.
i would consider RGs to be the strongest nades by quite a ways and they are on OHK's baseline infantry which means they're widely available.
You also think that said single ability makes the entire faction op? Lol I shall post it here as well.
If you truely think so, then we should see timers with molotovs and soviet/usf anti tank grenades as well.
Posts: 281
Posts: 742 | Subs: 1
Posts: 830
The problem i have with rifle nade, is the sound announce, sometimes he never come, sometimes he comes 0.5 sec before grenade land
This! And perhaps the soviet and USF and British units can shout rifle grenade 1-1.2 seconds before it shoots? I mean, it won't safe an mg but it can allow for other units to be micro'ed to safety
Posts: 742 | Subs: 1
Posts: 2819
I think that's enough as warning.
Posts: 26
Posts: 2396 | Subs: 1
You see the animation, hear the rifle going off and you see the nade fly.
I think that's enough as warning.
Not even a horn and some flickering lights together with a big red warning sign won't be enough for hardcore scrub allied fanboys like him.
This thread I can't even...
Posts: 258
Posts: 374
Even longer when supressed.
Posts: 708 | Subs: 1
Posts: 600
I know you wont until allies have a NUKE AUTO WIN button... but seriously these topics are getting old.
Why dont you just suggest Axis start with 10 tickets and Allies keep the 500 and be done with it? Or when a rifle nade fires the game pauses and men in High vis jackets come on, and set up a perimeter of roadwork cones and health and safety tape around the nade saying "DANGER KEEP CLEAR!" Thats what it seems your working towards...
90% of your posts seem to be an awareness issue not a balance issue and the other 10% are just wrong. Sorry dude.
Posts: 205
The warning is ample though... when it works... which is like 50% of the time.
You can't always watch the engagement and you'll get caught by a Rgrenade, but that would be true whether it had a timer or not, its also true of all allied grenades.
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