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Volk throw their incendiary grenade too quickly

18 Sep 2015, 16:15 PM
#41
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

put timer on grenade to match the windup time of molo in conjunction with the throw animation.
18 Sep 2015, 17:38 PM
#43
avatar of Wrath

Posts: 21

Tears over incendiary grenade when commandos exist..

Or guard rifle nuclear grenade..

Airborne instant pinapple..

etc
18 Sep 2015, 17:40 PM
#44
avatar of Putinist

Posts: 175

I agree that they are too hard to react to, a small fuse or slower throw animation should be the tweak to go. Nothing too extreme though, they are a great addition overall.
18 Sep 2015, 17:57 PM
#45
avatar of Mittens
Donator 11

Posts: 1276

Is it just me or can one of these nades destroy an USF fighting position in on go? Can some one test?


Had one last night got killed before I even got MG due to the damage on it. Reduce burst damage on it (currently 20 con molo is 10) decrease distance to that of the molo, keep price but have a wind up time
18 Sep 2015, 18:06 PM
#46
avatar of __deleted__

Posts: 4314 | Subs: 7

Conscript throwing animation needs changing.

Sometimes it can drop even more models because they kill the thrower and yuri has to move up and replace ivan and then he gets killed again during the throw.



:lolol:
18 Sep 2015, 18:08 PM
#47
avatar of Banillo

Posts: 134

Is it just me or can one of these nades destroy an USF fighting position in on go? Can some one test?


its the same with the molotov vs the axis bunkers
DeC
18 Sep 2015, 18:11 PM
#48
avatar of DeC

Posts: 102

30 munis for a 'fast' lolotov, meh. I prefer schu spam.
18 Sep 2015, 18:12 PM
#49
avatar of Mittens
Donator 11

Posts: 1276

jump backJump back to quoted post18 Sep 2015, 18:08 PMBanillo


its the same with the molotov vs the axis bunkers


No its different, the initial damage is at 20 while the molo is 10 so essentially you are doing double damage.
18 Sep 2015, 18:16 PM
#50
avatar of Banillo

Posts: 134

will it kill a bunker with one molotov? yes it will

will it kill a fighting position with inc granade? yes it will

than its the same

its doing double damage for how long?

is ti worth double the price?
18 Sep 2015, 18:40 PM
#51
avatar of Rollo

Posts: 738

jump backJump back to quoted post18 Sep 2015, 16:15 PMpigsoup
put timer on grenade to match the windup time of molo in conjunction with the throw animation.


How would this be fair? Molos are like 15 muni and conscripts get Oorah to flank MG's.

Volk grenade is like 30 but in reality more due to the muni income decrease.

Volksgrenadiers themselves are weak enough this patch vs rifleman and conspam, I don't think they deserve their original grenade being replaced by an overpriced Molotov clone.
18 Sep 2015, 18:41 PM
#52
avatar of Fluffi

Posts: 211

jump backJump back to quoted post18 Sep 2015, 14:20 PMKatitof


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.


A fuse could be okay. What I was saying is that the molotov throwing animation would look way out of place with that grenade... because it looks like a normal grenade.
The molotov throw animation cries ''street riot''; it does not fit anything besides the molotov.

And no, I disagree, such things matter. The game is not just numbers and blank balance. Of course the feel, immersion it generates are important!
(In that sense, the removal of the standard grenade was already a mistake :/ )
18 Sep 2015, 18:42 PM
#53
avatar of broodwarjc

Posts: 824

Either decrease damage and add 1 sec timer when hits the ground, but keep throw and range the same or increase throw time, decrease range, decrease muni cost, and leave damage the same. The grenade doesn't need to be an exact copy of the molotov when it costs twice the munis. Remember the grenade is the only Anti-building deterrent OKW has for a while, lets not nerf it into the ground.
18 Sep 2015, 18:43 PM
#54
avatar of braciszek

Posts: 2053

Volksgrenadiers arent elite infantry and arent armed with the special fast fuse grenades that most elite infantry have. Early WFA release their grenades had the same fuse time as shocks/paras, and that was changed.
18 Sep 2015, 19:18 PM
#55
avatar of Blackart

Posts: 344

jump backJump back to quoted post18 Sep 2015, 18:41 PMFluffi

The molotov throw animation cries ''street riot''; it does not fit anything besides the molotov.


No it doesn't, it look like they are shitting in their pants. It was nerfed to look like this because molotov dont have fuse time to give wehr players time to react.
18 Sep 2015, 19:42 PM
#56
avatar of IGOR

Posts: 228

as long as it is in axis hands it will be balanced... :sibPheasant:
18 Sep 2015, 19:48 PM
#57
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post18 Sep 2015, 18:12 PMMittens


No its different, the initial damage is at 20 while the molo is 10 so essentially you are doing double damage.


The Molotov and OKW Incendiary nade are literally identical except that the molotov has 10 explosion damage instead of 20. The DoT is the same (as in the DoT on the incendiary nade is literally linked to the molotovs DoT)
18 Sep 2015, 20:10 PM
#58
avatar of Cardboard Tank

Posts: 978

Stop shitting your pants: The Volks grenade effectively costs 3x more ammunition than a Molotov and delays Schrecks. The old explosion Grenade kept Volks in the game because every now and then they could kill something. Without some killing potential Volks (the weakest standard inf in the game) would totally lose their point. It´s not like the Volks run to your MG and you don´t know what´s going to happen...
18 Sep 2015, 20:18 PM
#59
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Folk nade are broken, but can flame be not in normal nade, can it be another nade. becouse its pretty strange. have 2 things in 1 nade.
18 Sep 2015, 20:25 PM
#60
avatar of Firesparks

Posts: 1930

the counter point of grenade and grenade dodge is one of the mainstay of the game.

Volks should not get an undodgeable grenade, it's breaking the rule.
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