Rifle Nades
Posts: 101
personally I like the rifle grenade damage and mechanics (you have to upgrade to t2 before you can use them so technically they cost you fuel and ammo to use)
alot of people hate that they are "impossible to dodge." it wouldnt bother me if they change this to something more avoidable (as the molotov is easy to see coming and dodge), but right now to dodge rifle nades you have to listen. your troops will yell "GRENADE!" or something of the sort as soon as the enemy unit even registers the mechanic. i have dodged several shots this way.
anyways, tell us what you think about rifle nades and how they should/shouldn't be changed
Posts: 881
But sometimes they also yell "GRENADE!" when it's their own molotov, lol
Posts: 255
Posts: 881
Also, I've seen it do some instant damage, sometimes even killing 2 guys in a squad.
Posts: 255
Posts: 2807 | Subs: 6
2) before grenadier fire rifle nade, he's crouching, aiming and then firing and grenade flies for like 2-3 seconds? (on max range ofc) so it's easy to dodge
3) each time rifle grenade is prepared to fire, your soldiers are shouting "let's get the fuck out of here maybe? grenade is incuming!"
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Posts: 14
Especially since Conscripts do better close range anyways against Grens.
Posts: 642
Thats why, if and when I use them, I make sure I'm in a big engagement (lots of units for him to watch out for), and the target has to be down to 3/4's health. Otherwise it tends to be wasted.
....they do rape, most of the time, hit the dirt troops.
Posts: 101
1) molotovs also cost MP and Fuel so It's normal that you need T2 tech to fire rifle nades
2) before grenadier fire rifle nade, he's crouching, aiming and then firing and grenade flies for like 2-3 seconds? (on max range ofc) so it's easy to dodge
3) each time rifle grenade is prepared to fire, your soldiers are shouting "let's get the fuck out of here maybe? grenade is incuming!"
good point barton, i completely forgot about the fuel costs for molotovs.
lol incuming Kappa
Posts: 2
Also, AI is pretty good at dodging the rifle grenades, I missed quite a few of them, however I was successful in using them on suppressed units. Also to force AI to move out of cover or to move away from objective (so the grenades could be used to deny area or push enemy back).
Posts: 532 | Subs: 1
I looked to see if anyone made this topic yet, but nothing.
personally I like the rifle grenade damage and mechanics (you have to upgrade to t2 before you can use them so technically they cost you fuel and ammo to use)
alot of people hate that they are "impossible to dodge." it wouldnt bother me if they change this to something more avoidable (as the molotov is easy to see coming and dodge), but right now to dodge rifle nades you have to listen. your troops will yell "GRENADE!" or something of the sort as soon as the enemy unit even registers the mechanic. i have dodged several shots this way.
anyways, tell us what you think about rifle nades and how they should/shouldn't be changed
If one pays any attention to squad chatter, the voice of "Grenade!!" gives away the Rifle Grenade up to 3-4 seconds before it hits. This provides ample time to dodge.
My -only- gripe about the Rifle Grenade is that it bugs out regularly, disallowing any form of micro. Once you click that ability, and a location, you cannot cancel or you lose the 20 munitions aswell as the cooldown on the spot.
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