Axis incendiary grenades
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Posts: 267
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Just give them damn molotov and normal grenades. What the x are u doing relic? plz.
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Posts: 304
Yeah flames are getting nerfed next patch.
Flame Damage Over time
We are increasing the time per tick for damage over time. This will include all incendiary abilities, Molotov’s, and flamer dots that vehicles leave behind. The tick in game time should translate to about 1 second real time which should help player gauge the amount of damage they will take if they choose to stand in the fire.
Damage frequency reduced from 0.5 to 1.25
Dot radius increased from 3 to 5
I found this line. but DOT is not changed in balance preview. still fighting position gett one shot by incendiary grenade.
Posts: 721
There is already a full topic about it. Go there
Where?
Posts: 1653
Doomsday nades they should be called. From full mg squad trying to retreat to everybody dead in 1 second.
Where?
Have to search it Kappa, but probably 2 weeks or even 3 weeks ago with atleast 300 posts
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Posts: 1248
Axis Incendiary grenades (x) Axis Insane grenades(o)
Just give them damn molotov and normal grenades. What the x are u doing relic? plz.
fun fact... they are molotovs they are just thrown faster and cost more than molotovs.
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fun fact... they are molotovs they are just thrown faster and cost more than molotovs.
They also have more range.
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Permanently Banned
They also have more range.
And are the most stupid idea Relic has implemented in CoH2, oh wait, the nades need to take their place in line. Yes, that is right, the line of idiotic and atrocious ideas that should have never made it into a game!
Posts: 1802 | Subs: 1
All incendiary and flame weapons are OP. Inc nades should also be on SPs, they should not kill units. Instead, they should act lie WP.
Posts: 1930
All incendiary and flame weapons are OP. Inc nades should also be on SPs, they should not kill units. Instead, they should act lie WP.
Molotov is hardly op. It's easy to spot and the conscript have to spend ~2 seconds going through the awkward animation at close range.
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Posts: 622
Molotov is hardly op. It's easy to spot and the conscript have to spend ~2 seconds going through the awkward animation at close range.
well that is why flame nade is double the price of Molotov for a munition starving faction that suffering lower MU income so that price of each flame nade is more than double of Molotov that have the same damage, also did you notice molotov is easier to set buildings on fire than Flame nade, I see many times 2 molotov set a brick building on fire, or 1 set a wood building on fire, wile I hardly see any flamenade set any building on fire. I don't see why you complaining? also cons get closer faster with Ohoraa!
but both flame nade and molotov damage on buildings like bunker and emplacements need to be look at. it is too much right now.
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Flame dots get nerfed, so keep your pitchforks down guys
if mean the change in preview mod, it is not enough, still kills mortar pits in 1 flame nade, and if used brace, it is two.
Posts: 1930
well that is why flame nade is double the price of Molotov for a munition starving faction that suffering lower MU income so that price of each flame nade is more than double of Molotov that have the same damage, also did you notice molotov is easier to set buildings on fire than Flame nade, I see many times 2 molotov set a brick building on fire, or 1 set a wood building on fire, wile I hardly see any flamenade set any building on fire. I don't see why you complaining? also cons get closer faster with Ohoraa!
but both flame nade and molotov damage on buildings like bunker and emplacements need to be look at. it is too much right now.
that's more to ability than just price.
the penal satchel cost 45 munition, same as the okw flame nade's "adjusted" price. There's no doubt the satchel is/was powerful, but at the same time it's also one of the easiest ability to dodge.
the okw flame nade is broken because it's almost undodgeable. Price alone does not excuse that face.
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