Login

russian armor

Patch Preview: Normal Volks Grenade gone

4 Sep 2015, 21:49 PM
#21
avatar of theblitz6794

Posts: 395

just give the incediaries to sturms
4 Sep 2015, 22:03 PM
#22
avatar of Mittens
Donator 11

Posts: 1276

Just make it an upgrade
5 Sep 2015, 14:12 PM
#23
avatar of Fluffi

Posts: 211


It didn't broke anything for PE in coh1, it won't break anything in coh2.
(...)


I don't know. I think PE always had less appeal as it lacked that general feeling of being representavive of a broader force of WW2. It felt like only 1 particular unit, like an army too specialized to have that kind of representative power. The absence of normal grenades and standard uniforms, from my point of view, actually did make PE less interesting from a design perspective. Also, wasn't Wehr being played more than PE?

Aside from that, I agree with the people who stated that the Incendiary Grenade suits Sturmpios better because they seem like specialists who would field such special equipment.
As far as I know the german army of ww2 did not issue incendiary grenades to regular soldiers across a broader front. On the other hand, the normal 'Stiehlhandgrenade' was quite common. So it remains a big immersion breaker for me.


If we are going to go by this logic than cons should dp28 upgrades and obers shouldn't exist let alone have stg44 upgrade. Video games are not here for authenticity especially coh2


Well, I wouldn't mind Cons having normal grenades, for starters.
While it is true that a game like CoH 2 is not suppossed to be 100% authentic, it is important that it evokes that general, slightly cinematic ww2 feel. Many people are attracted to the franchise because of the setting. The normal german 'Stielhandgrenade' is an iconic item of ww2 that will recognized by many. It is a thing typical of the Wehrmacht. As such, it supports the immersive power of the game by quite a bit.

(Btw, Obersoldaten seem to represent waffen ss units. Their uniforms, aggressive voice acting and the idle unit chatter of OKW seem to suggest that. So they did exist, just under another name :P)
5 Sep 2015, 14:27 PM
#24
avatar of RMMLz

Posts: 1802 | Subs: 1

just give the incediaries to sturms


This. Sturms are perfect for this. They can't be spammed, they are combat engineers and they have assault rifles.
5 Sep 2015, 14:32 PM
#25
avatar of Esxile

Posts: 3602 | Subs: 1

So OKW would be the only faction having both types of stock AI grenade? Don't really like the logic and I feel Relic dev as well.
5 Sep 2015, 14:35 PM
#26
avatar of Zyllen

Posts: 770

Fuck immersion and i dont want to see them on sp's because the okw is really lacking in good ways to clear buildings at the moment. anyway the current nade is shit anyway and nobody in their right minds used them.
5 Sep 2015, 14:38 PM
#27
avatar of AchtAchter

Posts: 1604 | Subs: 3

+1 to Sturmpioneers. Was also suggested back then in the alpha.
5 Sep 2015, 14:39 PM
#28
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

I too would like it on SPs. Makes sense with their concept and role perfectly. Always bothered me the Sturmpioneers can't toss grenades until vet 3. I mean, one would probably have a better chance assaulting a building with actual grenades and a bolt-action rifle over having just an automatic rifle...there's a reason why modern soldiers keep using the former while they've also got the latter.
5 Sep 2015, 14:40 PM
#29
avatar of BeefSurge

Posts: 1891

I look at the Wehrmacht as a general depiction of the German army, while the OKW is an advanced attack force that has the best of the best.

5 Sep 2015, 14:40 PM
#30
avatar of Butcher

Posts: 1217

How about just remove all nades from volks?
I heard you are mad about Germans being too strong?

L2P.

5 Sep 2015, 15:01 PM
#31
avatar of Frost

Posts: 1024 | Subs: 1

Sturms got stun nades. Maybe just make them 1 cp?
5 Sep 2015, 15:02 PM
#32
avatar of Frost

Posts: 1024 | Subs: 1

Sturms got stun nades. Maybe just make them 1 cp?
5 Sep 2015, 15:12 PM
#33
avatar of UberHanz
Donator 11

Posts: 247 | Subs: 2

just give the incediaries to sturms
5 Sep 2015, 15:33 PM
#34
avatar of BrutusHR

Posts: 262

.
5 Sep 2015, 15:41 PM
#35
avatar of Sully

Posts: 390 | Subs: 2

+1 to giving incendiary grenades to Sturm Pioneers.
5 Sep 2015, 17:50 PM
#36
avatar of griezell

Posts: 125

just give the incediaries to sturms
5 Sep 2015, 18:03 PM
#37
avatar of Corsin

Posts: 600

How about just remove all nades from volks?


How about Russia start issuing compulsory IQ tests before letting certain people on the internet.

>.>
5 Sep 2015, 18:41 PM
#38
avatar of Just easy

Posts: 110

inc nades to sturms at vet 1?
5 Sep 2015, 18:43 PM
#39
avatar of G4bb4_G4nd4lf
Donator 33

Posts: 658

The inc nades are probably best suited for Sturms. Just make them an upgrade like molotovs.
5 Sep 2015, 18:47 PM
#40
avatar of BartonPL

Posts: 2807 | Subs: 6

volks with incendiary and grens with normal nades, sturmpios with bundles at vet replacing this shit stun nade they have
3 users are browsing this thread: 3 guests

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

855 users are online: 855 guests
0 post in the last 24h
12 posts in the last week
26 posts in the last month
Registered members: 49989
Welcome our newest member, LegalMetrologyConsul
Most online: 2043 users on 29 Oct 2023, 01:04 AM