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Volk throw their incendiary grenade too quickly

18 Sep 2015, 06:34 AM
#1
avatar of Firesparks

Posts: 1930

The new incendiary is next to impossible to dodge. It explode on impact and possess a fast throwing animation (technically speaking a short wind up).


By comparison the soviet Molotov have a long and obvious throwing animation. They need to add back the timer to the volks' incendiary grenade.
18 Sep 2015, 06:46 AM
#2
avatar of pugzii

Posts: 513

Alexzandaerzer please defend this grenade, we need your input.
18 Sep 2015, 06:48 AM
#3
avatar of Hon3ynuts

Posts: 818

The volk grenade with a .7 fuse time was deemed too quick so 0 fuse seems a bit strong
18 Sep 2015, 06:56 AM
#4
avatar of Mr. Someguy

Posts: 4928

People asked for it on Sturms, people said it was too spammable on Volks. Relic gonna Relic :snfPeter:
18 Sep 2015, 07:14 AM
#5
avatar of Katitof

Posts: 17914 | Subs: 8

Its a Krupp grenade made of Krupp explosives on Krupp land!

It needs to be superior in everything, otherwise we won't have one and only true balance! :sibPheasant:
18 Sep 2015, 07:24 AM
#6
avatar of Hawking

Posts: 113

Yeah, this thing is seriously fucking ridiculous.
Additionally from the explosion on impact(:romeoMug: ) and non-existent, turbo speed throwing animation(:romeoMug::romeoMug: ), needs either a tech to use at HQ, higher Muni cost, or a vet lock behind it. This thing is basically a molotov on steroids, and should be brought into line as such, imo.
18 Sep 2015, 07:24 AM
#7
avatar of Vinyl41

Posts: 97

it needs to have smt special if you pay 30 muni for it
18 Sep 2015, 07:28 AM
#8
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post18 Sep 2015, 07:24 AMVinyl41
it needs to have smt special if you pay 30 muni for it

Like no need t pay extra fuel and menpower to use it?

Or 20 damage on impact which molo doesn't have?

Molos long animation is annoying as hell, but its there for a reason-to compensate no count down on explosion. Inc nade is superior just because.
18 Sep 2015, 07:29 AM
#9
avatar of Blackart

Posts: 344

What a bullshit.

Molotov have long throwing animation because it have no fuse time and now they add Incendiary Granades with almost 2x more range and throwing time like normal granade but without fuse time.

Either add fuse time to Incendiary Granade or speed up the Molotov animation.
18 Sep 2015, 07:33 AM
#10
avatar of Alexzandvar

Posts: 4951 | Subs: 1

jump backJump back to quoted post18 Sep 2015, 07:28 AMKatitof

Like no need t pay extra fuel and menpower to use it?

Or 20 damage on impact which molo doesn't have?

Molos long animation is annoying as hell, but its there for a reason-to compensate no count down on explosion. Inc nade is superior just because.


See this is really funny because other than having 10 more damage on the molotov on impact they are literally exactly the same (the burn DoT the flame grenade has is linked to the molotovs flame DoT). It appears that the windup with these is bugged as it's similar to a normal grenade in windup but has a wind down like the molotovs.

I mean they DO cost 37.5 munitions, but yeah they prob should take a little bit longer to throw.
18 Sep 2015, 07:35 AM
#11
avatar of Vinyl41

Posts: 97

well you should have tested it in the beta patch, as i remember it was reported as unneded cause isg got buffed and a fair bit to strong mostly cause the initial damage, sadly seems relic was fixated on buffing other stuff like partisans ;p
anyways hotfix incomming id say
18 Sep 2015, 08:26 AM
#13
avatar of RMMLz

Posts: 1802 | Subs: 1

Haven't tried it yet (Steam problems) would someone please post the stats (fuse time, AoE diameter, DoT etc.).
18 Sep 2015, 08:32 AM
#14
avatar of UGBEAR

Posts: 954

Meanwhile you needs to spend money to teach conscript to throw their molotov......

Perfect balance, BTW, non-doc T-34/85 for real?
18 Sep 2015, 08:41 AM
#15
avatar of Crecer13

Posts: 2184 | Subs: 2

but conscripts throw a bottle sooo slow
18 Sep 2015, 08:46 AM
#16
avatar of Leodot

Posts: 254

18 Sep 2015, 08:54 AM
#17
avatar of Flamee

Posts: 710

One post invised, please try to answer without attacks.
18 Sep 2015, 11:09 AM
#18
avatar of Blackart

Posts: 344


kingdun3284
So I have waited for two years hoping Relic will fix the molotov effectiveness, turtle animation and the utter expensive price. Guess what!? I just get all fixes in one patch only!!! Now, I can enjoy the 5 men conscript with a cheaper recruitment cost, better AT capability that comes without a doctrine and free fixed molotov that come with tech up!! Thanks Relic!!! I will enjoy the newborn soviet!!


:D
18 Sep 2015, 11:19 AM
#19
avatar of Flying Dustbin

Posts: 270 | Subs: 1

Conscript throwing animation needs changing.
Losing 3 models during Oorah and the throwing animation is painful.
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.

Also getting pinned by an MG cancels the throwing animation which is hell when you're trying to deal with that one MG42 pissing you off.
18 Sep 2015, 11:45 AM
#20
avatar of Banillo

Posts: 134

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.
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