Volk throw their incendiary grenade too quickly
Posts: 67
As for it having no teching requirment, that's because its OKWs only reliable building clear. If there is an mg in a building, then the only real counter is getting an early leig, which if you're unlucky can take a damn time to get the mg to pull out and pushing out an early leig leaves you with less map control and with less units on the field, that leig is highly vulnerable to just being flanked or pushed.
If soviets come against an mg in a building they have molotovs, flamers, snipers and can get out a mortar earlier than a leig.
When playing vs OKW, you don't have to worry so much about units being stacked in buildings and if they do you have numerous counters.
Whereas OKW had a serious problems on some maps with mg spam in buildings and in general having no way for squads to clear buildings.
Posts: 68
Posts: 1653
Leig aren't really good vs buildings with the small aoe profile. Before this the best clear was sturms on the bad window side or the ambush nadee. This grenade however throws really fast for what it does, should prolly lower speed
Have cleared enough buildings with it. You don't have to kill all units, but already firing with 1/2 LeIG's on it does the trick. Scare the shit out of them and a free road to happiness.
Posts: 90
I am pretty sure it is bugged, at the moment it is pretty damn strong because of that.
As for it having no teching requirment, that's because its OKWs only reliable building clear. If there is an mg in a building, then the only real counter is getting an early leig, which if you're unlucky can take a damn time to get the mg to pull out and pushing out an early leig leaves you with less map control and with less units on the field, that leig is highly vulnerable to just being flanked or pushed.
If soviets come against an mg in a building they have molotovs, flamers, snipers and can get out a mortar earlier than a leig.
When playing vs OKW, you don't have to worry so much about units being stacked in buildings and if they do you have numerous counters.
Whereas OKW had a serious problems on some maps with mg spam in buildings and in general having no way for squads to clear buildings.
If you don't build a LeIG support gun, you don't deserv the win. A sniper gun that can't be effectively couterned until late game by USF/UKF.
LeIG support gun don't need any combine arm to be effective, it's a instant pin and wipe squad with too much effectiveness. with it op range it won't be anooyed by anything. And for a Howitzer it's as effective as a mortar if you don't have sight and clear line to is target.
Serious problem ? In what ? 1v1 ? team game ? Because in team game LeIG + sniper are not countered at any stage of the game if there is a UKF or a USF. Stop complaining.
Posts: 67
If you don't build a LeIG support gun, you don't deserv the win. A sniper gun that can't be effectively couterned until late game by USF/UKF.
LeIG support gun don't need any combine arm to be effective, it's a instant pin and wipe squad with too much effectiveness. with it op range it won't be anooyed by anything. And for a Howitzer it's as effective as a mortar if you don't have sight and clear line to is target.
Serious problem ? In what ? 1v1 ? team game ? Because in team game LeIG + sniper are not countered at any stage of the game if there is a UKF or a USF. Stop complaining.
There was no complaining, I was simply remarking on problems OKW had vs Soviets leading to it not having a teching price vs the molotov. Talking about 1v1.
I never said I don't build a LeIG or even say LeIG was weak or that is gets countered by USF/UKF in team games. It's like your complete bias has just completely warped you and you have completely missed the point.
Posts: 344
Posts: 4951 | Subs: 1
The ambush nade do fire damage too now.
All grenades for some reason cause flame crits now, infiltration nades are no exception.
Posts: 219
Posts: 67
It's too fast, it either need a detonation time (which I don't understand why it doesn't have it) or just a longer throw animation like the molotov.
Pretty sure its a bug or at least hope it is. Should have the same time as molotov.
Posts: 211
It's too fast, it either need a detonation time (which I don't understand why it doesn't have it) or just a longer throw animation like the molotov.
The molotov throw animation would look really stupid on this type of grenade. The new incendiary looks exactly like the grenade they had previouly, it only makes sense they would throw it the same way.
If anything, a detonation time. Though I suppose that's not how that type of grenade usually works...
I actually like all the effects around it. Can't they just adjust the stats and leave everything that concerns the visuals as it is?
Posts: 721
the throwing is bugged, volks and cons should have the same animation (throw time)
what i dont get is why the price difference?
i tryed the molotovs and they are effective as hell vs team weapons, buildings,,,
one molotov can destroy a bunker!!!
if any thing the molotov should be 30 muni with this performace.
and as usual allied fanboys ignore this relevant post and continue shit post regardless this is the answer here so stop arguing.
and also commandos light gammon bomb and partisan grenade says hi....
Posts: 2396 | Subs: 1
Posts: 7
Posts: 17914 | Subs: 8
The molotov throw animation would look really stupid on this type of grenade. The new incendiary looks exactly like the grenade they had previouly, it only makes sense they would throw it the same way.
If anything, a detonation time. Though I suppose that's not how that type of grenade usually works...
I actually like all the effects around it. Can't they just adjust the stats and leave everything that concerns the visuals as it is?
You don't get it.
Mlotov have long animation, because it have no fuse, it explodes instantly, its thrown slower to give you time to react for it.
Same thing with inc nade, it can't stay like it is, unless it gets fuse time, like every other fast thrown nade.
What it looks like have nothing to do with it, its pure balance matter.
Posts: 545
It's absofuckn'lutely okish because it does not to much of a damage at landing, didn't you notice?? The amount of stupid things written around here is terrible.
It does 20 initial, which people were unhappy about the Molotov doing so it was Nerfed to 10, which means it does a lot of damage upon landing.
Posts: 923
The molotov throw animation would look really stupid on this type of grenade. The new incendiary looks exactly like the grenade they had previouly, it only makes sense they would throw it the same way.
If anything, a detonation time. Though I suppose that's not how that type of grenade usually works...
To my knowledge (and some searching on the interwebs) the Germans never had any incendiary grenades. (although it is possible some rudimentary one was at times made using smoke grenades.)
So how these types of grenades usually works is really besides the point, if the entire idea of Germans having incendiary grenades is fictional.
Posts: 1276
the price of the nade is fine, reducing the damage to that of the molo would be fair as OKW doesnt even have to research them as well as reducing the toss range would make this fair. OKW needs a building clearer but not one that does it in one throw coupled with a squad wipe machine with an increased range the LeIG,
Plz give us a hot fix lelic
Posts: 708 | Subs: 1
Posts: 76
Do you even remember this grenade is made of superior krupp steel and krupp flames?
Id say to bring incendiary grenade and molotov in part, relic needs to make the molotov at least 50 minutions and the flame grenade maybe free to give okw the chance to get schrecks faster to counter early vehicle spam from allies.
Posts: 93
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