OKW Incendiary grenade needs to be looked at
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Really, Incen would be just perfect if on Sturmpioneers. Gives SPs a bit of a boost like people tend to want on them, strongly reduces the possibility for Incens catching you by surprise unless your opponent spams SPs (which is, of course, just lolz to even consider) while more than one battle is happening on the map which is the only real issue with them now since the range and quick animations are making Incen proliferation a bit too easy to pull off. The grenade itself is otherwise fine, just a bit too easy to re-enact Script Molotov spam OKW-style on its current unit with its good points over the Molly.
...also I kinda miss Model 24s (which I still think should be buffed a bit).
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Looking at your playercard while you tell someone to get better "macro(micro) skills"
Can't even take you seriously
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Good.
Give incendiaries to Sturms. (Reasons listed in post #101)
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I watched one incendiary grenade burn a full health British mortar to the ground. I think that's a bit OP.
I disagree. I think the issue is how damage is dealt to Brit emplacements by fire damage. This grenade is really in a good place right now. I find it really well balanced in general.
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Molotovs also have a very long animation, and are extremely easy to dodge. Not really comparable.
Also doesn't allies inherit lower HP troops cause the OKW's nade to kill much more quickly and effectively? While the Moltov the axis have more of a chance to sit in it and walk out.
I was playing axis last night, and while the molvs hurt if I didn't dodge, it wouldn't typically kill a unit as long as I walked out as soon as it dropped, just dmg health if I was baby sitting them.
If I had to suggest a solution, I say just make it a longer throw time and make it a little cheaper. It doesn't make sense cooking this grenade anyways. Historically was there even a incendiary axis grenade? I googled it, and only found a grenade strapped to a gas can lol.
Also they need to fix the Russian MG. If you throw a incendiary grenade at it now, they keep dropping the MG into the fire until the entire freaking crew dies.
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damage wise i believe they are the same.
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Step 2: Give a good received accuracy drop for Sturmpios when getting vet (because no more flash as vet bonus)
Step 3: Fixed 2 problems with 1 change (nade spam and sturmpios are now an alternative for expensive elite infantry)
Step 4: ???
Step 5: Profit
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I disagree. I think the issue is how damage is dealt to Brit emplacements by fire damage. This grenade is really in a good place right now. I find it really well balanced in general.
That's where I was leaning toward. Versus emplacements, its too much. Even the USF fighting position burns to the ground.
And please bring the warning call, "Grenade!" back when they throw it.
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all infantry have 80 hp mate except ost and ukf snipers who have 82 hp.
damage wise i believe they are the same.
and soviet snipers who have 48
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Yea, I was having trouble against OKW blobs last night. The incendiary grenade is usually a guaranteed wipe against Maxims because they get stuck in that recrewing loop. Whereas the USF and Axis MGs teleport to the next available person.
My exact experience. I had a 6 squad maxim with just small sliver away from full health and I hit retreat as a flame nade hit me and the lead guy pushing the maxim kept dying and then the gun pauses as a new guy runs to pick it up and long story short they all died and gun was cleared. I am sympathetic to the OKW needing garrison denial tools but I would like to see impact damage reduced and of course they need to fix maxim bugging out where lead crew member died and everyone stops until another runs up
To the gun. Also it definitely has a fast throw time compared to the Molotov who fools nobody with his 6 crow hop delivery looking like weak outfielder.
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I'm open for criticism if you guys think it may not work.
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Permanently BannedIt's a weird idea, but why not keep the Model 24 Grenades with the Volksgrenadiers? However, the Volksgrenadies have access to the Incendiary Grenade at vet 3 or 4.
I'm open for criticism if you guys think it may not work.
I don't think that will work. The whole point was so okw had an option to deal with infantry in buildings, especially in early game where its most important. It does seem a little out of place to put it on volks though. Would rather it be for sturmpioneers. A vet 3-4 incendiary grenade for volks is not whats needed.
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