"Hotfix" 4Head
Hopefully this didn't bring more game breaking bugs, oh who am I kidding, it certainly did
On the rogers stream, his churchills and comets got perma loader injured from the stuka loiter after the hotfix
Posts: 403
"Hotfix" 4Head
Hopefully this didn't bring more game breaking bugs, oh who am I kidding, it certainly did
Posts: 4951 | Subs: 1
You don't need to pay to unlock them though.
Posts: 412
Nah a lot of these changes were needed, Relic just overdid them.
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I was more speaking in reference to the vickers bug.
Also agreed, Incendiary nade should be 20ish munitions. Slightly higher than molotov because of extra throwing distance ( I think)
Posts: 2561
That has been there since release.
On the rogers stream, his churchills and comets got perma loader injured from the stuka loiter after the hotfix
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Posts: 1122
Oh wow, uhm, the Molotov is actually faster than the Incendiary nade now. The projectile speed on the Molotov is 10 to the Incendiary nades 5. Should have caught that earlier.
So the incendiary nade is actually worse than the molotov if your trying to hit a target at max range before it moves
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And throw animation length is what makes all the difference. Incendiary nade better than molotov, but 35 still too much for what you get.
Posts: 403
That has been there since release.
Posts: 1930
The throw animation is 3.6 for Molotov and 1.5 (info found in abilities, these two numbers are the delay to account for the animation) for Incendiary nade, and since the Molotov moves at 10 speed to the Incendiary's 5, this means if you throw at something at 15-25 range the molotov will hit faster, below that the Incendiary will hit first.
Basically if your using it for anti garrison the molotov is better because it hits faster at a longer range, but for just throwing down in front of you the incendiary is better. Really as you said the 35 munitions for the incen grenade is to much considering how finely split the molotov and incendiary nade is.
Posts: 4951 | Subs: 1
wind down doesn't matter for throwing grenades, since that's just animation after the grenade have exited the thrower's hand.
| | | | delay: {
| | | | | $REF: "action\delay.lua";
| | | | | 0x3251A3EE: 52850;
| | | | | 0x8C660CB4: false;
| | | | | delay: 3.6f;
| | | | | delay_min: 0f;
| | | | | delayed_actions: [
| | | | delay: {
| | | | | $REF: "action\delay.lua";
| | | | | 0x3251A3EE: 469322;
| | | | | 0x8C660CB4: false;
| | | | | delay: 1.5f;
| | | | | delay_min: 0f;
| | | | | delayed_actions: [
Posts: 1930
I'm not talking about wind down, I'm talking about the delay before the ability activates and spawns the projectile.
You will notice that all windup's in the game files are small enough to be contained inside the delay action for throwing the grenade.
It can't be thrown farther, it just is thrown faster (as in leaves the hand of the soldier faster, not actually flies faster).
Posts: 111
Interesting change, as now OKW grenades will be identical to molotovs in every way but somewhat faster throw speed (as in time for grenade to leave the hands of a thrower). Not really sure the incendiary is worth 37.5 munitions (well I mean you HAVE to use it but Im talking abstractly here) for being almost identical to the molotov which is only 15 in a muni floaty faction.
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use accessory weapon != game event action. I don't know what the game event do, but I think it's mainly book keeping
the weapon range on the molly is still 15 even if the ability range is 20. In this case the weapon range limitation wins out.
Have to upgrade to molotovs.
Posts: 1930
The delay in the spawning of the projectile is what determines how fast you through it. As both grenades when flying through the air are not actually the weapon, they are just a projectile linked to a weapon.
I don't really have time (since it's 1 am....) to go in game and test to perfectly time every grenade but as far as I can tell windup doesn't have any relation to throw time because Volks throw takes long than .25 seconds (which the weapon indicates as it's wind up time...)
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You don't need to pay to unlock them though.
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They reintroduced the Prioritize Vehicles Bug with USF where it turns off every time you get out.
/Slow clap Relic All that testing paid off.
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