Volk throw their incendiary grenade too quickly
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Meanwhile you needs to spend money to teach conscript to throw their molotov......
Perfect balance, BTW, non-doc T-34/85 for real?
UKF, USF, and SU all have to buy the grenade upgrade separately which obviously means delayed teching.
OKW gets SU super molotovs on steorids as a... reward for teching?
I honestly don't know how this gets in the game.
"They need help clearing buildings."
OK, Americans need help clearing MGs without a mortar so we're forced to... you guessed it... BUY GRENADES.
But hey, let's give these super duper murderous flame nades to OKW for free, and make them OP as shit and broken while we're at it.
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Volks can't oorah either, though an on-foot based blitz would be interesting.
And cons can't have self regenerating flesh and best infantry AT weapon in game.
Your point again?
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Volks pre patch: bad early game, purchase Shreks and become super soldiers with easymode powerful veterancy
Volks now: decent early game, purchase Shreks and....
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Not saying that Volks are in a perfect balance state, but the previous grenade also had a insanely fast throw animation compared to everything else.
Volks pre patch: bad early game, purchase Shreks and become super soldiers with easymode powerful veterancy
Volks now: decent early game, purchase Shreks and....
lol wut? after they took away the vet 5 received accuracy bonus this statement really is not holding up any more
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Not saying that Volks are in a perfect balance state, but the previous grenade also had a insanely fast throw animation compared to everything else.
Volks pre patch: bad early game, purchase Shreks and become super soldiers with easymode powerful veterancy
Volks now: decent early game, purchase Shreks and....
The throwing animation is fine so long as it is also paired with a fuse. I don't know why incend grenades apparently can't have fuses!
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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.
The idea is that the role of volks' grenades simply changed in this patch. They are now to be used on stationary unit types like team crews and ATguns + buildings. And they do a good job against emplacements. I rather feel that was a clever and appropriate change so I don't really think anyone should have reasons to whine about them.
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but relic actualy buffed 2 direct buildings counters the isg ( kinda absurd right now ) and the flak ht ( check the 17 ninjas for the details ), both those units unlock at the same time as the volks flamenade - to me its like relic balance team doesnt keep track of their changes/ has sev people not comunicating at all about those changes lol and we end with an op skill again that needs to be hotfixed
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Volks grenade needs a timer
I kinda doubt that because the real damage the grenade makes results from flames which do damage over time. So timer + damage over time => in no damage at all, if your opponent that you throw the grenade at doesn't sleep or is not AFK.
Posts: 600
I kinda doubt that because the real damage the grenade makes results from flames which do damage over time. So timer + damage over time => in no damage at all, if your opponent that you throw the grenade at doesn't sleep or is not AFK.
Then shall we reduce the animation on molotov and buff it to 20 damage again so it could be balanced?
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I kinda doubt that because the real damage the grenade makes results from flames which do damage over time. So timer + damage over time => in no damage at all, if your opponent that you throw the grenade at doesn't sleep or is not AFK.
Right now the real damage is from explosion on impact, it deals way too much damage. That's why it's getting a hotfix today or tomorrow. But my post was made before that was announced.
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how about the commandos grenade btw? They can throw the grenade with light speed.
lower damage to 80, done.
let's keep from going off topic.
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My mean beef with the Volks grenades is that team weapons don't seem to have a chance against them due to the Maxim hot potato problem. Hoping the hotfix fixes this to a degree since models don't die as fast...
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There should be a 1s timer when the grenade lands. Possibly reduce damage to 10 on impact and reduce cost to use to 20 or 25.
Weapon team not being able to retreat when burning to death because they keep picking up the gun should be solved in the same way as the German MG's which teleport guns to nearest entity. Really not sure why this was not already done in all cases yet.
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