Remove Allied Grenade tech costs
Posts: 14
USF, Soviets, and British have to pay manpower that could be used to field more men or build caches and then use fuel which delays tech all the while as Master race OKW Volksgrenadier and Ostheer Grenadier blobs grenade you at will with built in grenade tech.
Solution: Just remove the tech requirement for all factions for grenades, it would help USF early game and encourage better play from Axis if they knew a conscript squad could immediately AT grenade their kubelwagon or a riflemen squad could immediately smoke and advance towards a lone, camping MG42 in the immediate early game.
There really isn't a good reason to lock grenades behind tech, especially since Allied grenades aren't even significantly better.
Posts: 1304 | Subs: 13
Don't change things that aren't broken.
Posts: 14
And goodbye to any house play from the Axis considering they'll get nuked out by molotovs and frags and GG Ostheer when dealing with USF as they'll be grenaded from the start and then rushed by any of the officer light vehicles without delay.
Don't change things that aren't broken.
It is broken, because Axis doesn't make the same sacrifice.
Soviet Maxim or British Vickers in a house unsupported vs OKW Volksgrenadier is a death sentence for the MG. Now try that vs a Brit, American, or Soviet that hasn't spent the fuel or manpower to do so.
Support your weapon teams, because Allies have to. You shouldnt be able to rush a building and afk while the MG42 does all the work for you.
Posts: 1487
And goodbye to any house play from the Axis considering they'll get nuked out by molotovs and frags and GG Ostheer when dealing with USF as they'll be grenaded from the start and then rushed by any of the officer light vehicles without delay.
Axis mg doesnt need building to be effective. Plus with MP various early game advantages they can protect mg from any threat
OKW Volksgrenadier and Ostheer Grenadier blobs
axis blobs are still a problem.
Posts: 19
I want to say that not all allied grenades are not subpar the Soviet ones are still strong (maybe not after the new patch) but they are just easier to dodge than the OKW ones but they still reliably win skirmishes if they sit in it for a second. The USF ones I find consistently kill 3 models if your opponent doesn't dodge them and two usually wipe an MG in a house so I don't find them subpar. The Mills bomb I honestly only got once and I did not use it much so I can't say much, but the gammon bomb is a squad wiper if you can get it in the middle of them but a 4 second fuse is easy to dodge. Ostheer grenades feel pretty weak with the only trade being range, when you use one on a housed maxim you will probably only kill one model and barely damage the others each time, however sometime you get lucky clump kills. OKW grenades right now feel like super molotovs since the thrower does not wind up the throw like he is throwing a football this might be part of their design to be super aggressive early but they are a bit too spamable.
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Dem fanbois.
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It is broken, because Axis doesn't make the same sacrifice.
Soviet Maxim or British Vickers in a house unsupported vs OKW Volksgrenadier is a death sentence for the MG. Now try that vs a Brit, American, or Soviet that hasn't spent the fuel or manpower to do so.
Support your weapon teams, because Allies have to. You shouldnt be able to rush a building and afk while the MG42 does all the work for you.
Yes lets forget all about the LV's that are right around the corner. the nade cost is their to prevent the allies from teching straight to LV's. and even now pacing is still of with lv's coming out a bit to fast .
Posts: 1487
80% of the time they just have to reposition without single model drop. Combined with its huge arc not allowing closing a distance its rediclous.
Grenades of allied basic infantry really need buff. Or axis ability to dodge need a nerf
Posts: 1283 | Subs: 4
Man... you're on fire.
Ok, I'll bite. The only time, personally, I would find this acceptable is if they were locked behind vet.
Posts: 238
Why do Allies have to pay for sub par grenades compared to Axis? Some would say that Axis pay for them as well, but this is a nonsensical argument, because you were already going to tech, and rarely are you punished for teching up to get rifle grenades or flame grenades.
USF, Soviets, and British have to pay manpower that could be used to field more men or build caches and then use fuel which delays tech all the while as Master race OKW Volksgrenadier and Ostheer Grenadier blobs grenade you at will with built in grenade tech.
Solution: Just remove the tech requirement for all factions for grenades, it would help USF early game and encourage better play from Axis if they knew a conscript squad could immediately AT grenade their kubelwagon or a riflemen squad could immediately smoke and advance towards a lone, camping MG42 in the immediate early game.
There really isn't a good reason to lock grenades behind tech, especially since Allied grenades aren't even significantly better.
The no tech for nades was real at first that the VERY start of USF release, it was too strong. Smoke nades for "free" would overwhelm osteer bc it would negate MG 42s.
You want something to fix? let BARs me upgraded on the field like all armies
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And goodbye to any house play from the Axis considering they'll get nuked out by molotovs
Yet OKW gets the nuke nade without paying?
Posts: 348
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Posts: 466 | Subs: 1
Why do Axis get essentially " free " upgrades like these when the Allied players are paying for them in extra MP/ Fuel.
It really makes no sense to me. Makes doctrines like CAS stronger than they need to be when there is no extra cost tied to upgrading LMG's
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