Volk throw their incendiary grenade too quickly
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Or guard rifle nuclear grenade..
Airborne instant pinapple..
etc
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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
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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.
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
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Posts: 1276
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.
Posts: 134
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?
Posts: 738
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.
Posts: 211
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 :/ )
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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.
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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)
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Volks should not get an undodgeable grenade, it's breaking the rule.
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