OKW Incendiary grenade needs to be looked at
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Haven't used it yet, still no throw animation like other nades?
technically it does have a throwing animation, but it's very short. If I'm reading the stats, right, the throwing animation is only .25 seconds.
Note that there are other grenade with a .25 seconds throw time, but those grenade are usually used by elite troops with a 1.25 seconds fuse. If I recall correctly, the other "quick" grenades in the game are shocktroopers, guards, panzergrenadier, Fallshirm, ober, and commandos.
Shocktrooper have the fastest explosive grenade in the entire game, in terms of throw time and fuse time. IIRC it's .25 second throw time with a .75 second fuse. Most people seems to be not aware of it since Shocktrooper do well enough with their ppsh.
I think the incendiary grenade would have been better on the sturm. Right now the grenade is still instantaneous at close range. Giving it to the sturm wouldn't have change the balance too much since the sturm are already good at close range.
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technically it does have a throwing animation, but it's very short. If I'm reading the stats, right, the throwing animation is only .25 seconds.
Note that there are other grenade with a .25 seconds throw time, but those grenade are usually used by elite troops with a 1.25 seconds fuse. If I recall correctly, the other "quick" grenades in the game are shocktroopers, guards, panzergrenadier, Fallshirm, ober, and commandos.
Shocktrooper have the fastest explosive grenade in the entire game, in terms of throw time and fuse time. IIRC it's .25 second throw time with a .75 second fuse. Most people seems to be not aware of it since Shocktrooper do well enough with their ppsh.
I think the incendiary grenade would have been better on the sturm. Right now the grenade is still instantaneous at close range. Giving it to the sturm wouldn't have change the balance too much since the sturm are already good at close range.
Exactly, even with a short throw time there is still a fuse, however short it is. But in the incendiary grenade's case, I shit you not, the audio warning actually comes at the same time as the grenade's explosion. Give it a .75 second fuse and increase its explosive damage back to 20 or whatever. That way people who don't pay attention still get punished, but still make it possible for those who pay attention to avoid the grenade without losing half squad health. Not to mention, average human reaction speed is 200ms, throw time is 250ms, so 50 ms to move my squad?
You're not even supposed to use volks as a jack-of-all trades unit. They're basically the meatshields for sturmpioneers to close in or until you get a more specialised anti-infantry unit from call-ins or tech structures.
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take a look into the hotfix notes. So whats the problem now?
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IDK may be they didnt get range upgrades with vets. If they do with that short animation its OP ability.
I didnt noticed any reduce of initial dmg. May be it was wrong impression of just 1 game.
Posts: 238
The Axis forum warrior won again, this research-free-fast-throw-area-denial with impact alpha damage grenade is fine.....OK
let's swap this grenade to molotov then, I think every allied player will accept this "similar-motolov" thing.
^^^^^^
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I lost a lot to these grenades when they were officialy bugged and now its almost the same.
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OKW get new granades - NERF it now
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If throwing at 15+ range Molotov will hit first
If throwing at 5->15 Flame Grenade will hit first.
Tbh the OKW Flame Nade should only cost about 20 munitions in it's current state since it's a lot huger of an investment. And both the molotov and first truck upgrade are free.
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The Axis forum warrior won again, this research-free-fast-throw-area-denial with impact alpha damage grenade is fine.....OK
let's swap this grenade to molotov then, I think every allied player will accept this "similar-motolov" thing.
Oh the stupidity is reaching critical levels. You ignore the fact that the okw before this had NO way of removing infantry in buildings unless they used overwhelming force or a stuka. And last time i checked scripts start with oorah and merge.
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Uhm, you do know it's literally a molotov with a longer travel time right? As in if your in a building you will take just as much damage from it as if you were hit by a molotov. The only difference is that the delay on the throw for the molotov is longer by about half.
If throwing at 15+ range Molotov will hit first
If throwing at 5->15 Flame Grenade will hit first.
Tbh the OKW Flame Nade should only cost about 20 munitions in it's current state since it's a lot huger of an investment. And both the molotov and first truck upgrade are free.
You can't even throw the molotov at 15+ range. Also the delay difference is still significant, and considering how every second in the fire will take away some 15% of a squad's hp, the incendiary nade deserves a larger muni cost. Though I can't understand how molotov tech (sidegrade) and okw truck (main tech) can be similar.
Considering the nerf, it would be ok to reduce the nade's cost to 25 since the resource penalty is a thing.
Posts: 87
Kubel can reverse away from the carrier while only taking minor damage, and it can be repaired. Any damage you do to the UKF carrier can't be repaired until they tech up.
I use the carrier against kubels too, but smart players will kite and put enough damage on the carrier to make chasing the kubel a suicide run. Also, the carrier has terrible gun traverse and turns like ass, and that can be abused too.
Only time kubel is countered at the start is when a soviet makes a scout car
true that ... bren is shit for chasing snipers aswell
Posts: 150
Oh the stupidity is reaching critical levels. You ignore the fact that the okw before this had NO way of removing infantry in buildings unless they used overwhelming force or a stuka. And last time i checked scripts start with oorah and merge.
I think you're missing his point. It's not the fact that okw now have a good way of clearing buildings without having to go for a commander with infiltration grenades, its the fact that this grenade is causing way too much damage for its cost, even with someone babysitting a unit,it can easily take down 1-2 models and drain ~50% hp if thrown properly. Allies are so cover and position reliant because of HMG42s, lmg42s etc. When you take it all away by giving a disposable 235MP unit with 5 vet levels such a strong tool, it becomes a bit ridiculous to say the least.
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You can't even throw the molotov at 15+ range.
It's max range at Vet 0 is 15 and at Vet 2 is 20.
Also the delay difference is still significant, and considering how every second in the fire will take away some 15% of a squad's hp, the incendiary nade deserves a larger muni cost.
The molotov and incendiary nade have the exact same DoT and initial damage. As in they literally just linked the flame nades DoT to that of the molotov's instead of making a new one:
| | | dot_weapon: "molotov_cocktail_dotdamage_mp";
Though I can't understand how molotov tech (sidegrade) and okw truck (main tech) can be similar.
As Soviets you start with enough fuel to instantly research Molotovs, similarly you start with enough fuel to get 1 truck as OKW. Both are free to get, if you spend fuel on something else that's on you.
Considering the nerf, it would be ok to reduce the nade's cost to 25 since the resource penalty is a thing.
It should be 20, as with the penalty that would keep it at 25.
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As Soviets you start with enough fuel to instantly research Molotovs, similarly you start with enough fuel to get 1 truck as OKW. Both are free to get, if you spend fuel on something else that's on you.
LOL I dont even know what to say to this, except that I wish there was an ignore feature on this forum
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