Flame nades and regular nades
Posts: 168
I was thinking it might make sense to move flame nades to sturmpioneers, and give volks their regular grenades back.
I think this does 3 things:
1. It helps the sturm pioneer excel at a niche role of being an assault/flanking/garrison-clearing unit.
2. It limits the amount of flame nade spam, and makes garrisons more useful vs OKW. OKW has to dedicate specific expensive units to do it now, instead of just having all mainline infantry being able to clear garrisons. This lines up with other factions that need things like mortars or flamethrower engis to do it.
3. Grens still have a good amount of utility with regular nades, just not the ability to completely push out garrisons and push back weapon teams.
Thoughts?
Edit: Someone below suggested a great idea of replacing the concussive grenade with the incendiary nade for sturms. Placing this behind vet might be an interesting idea.
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Posts: 211
Design-wise, I can only support that idea.
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Posts: 91
If u upgrade in the T0 volks will have FIRE NADE then.
Thats my idea
Posts: 245
Posts: 168
I'm gonna have to contradict you here ...Sturms have too many abilities already.
I think you could replace the sturms useless concussion grenade with flame nades
Posts: 3103 | Subs: 1
I hated them practically being a guaranteed wipe on HMG teams like anyone else, but I feel like their current performance allowing an HMG squad to be hit by them and not take any losses from retreating immediately was too much of a nerf.
Posts: 1891
Bring those back...and increase their popcap/MP cost.
Posts: 3103 | Subs: 1
Anyone else remember the grenade Volks had a year ago that detonated in literally half a second?
Oh God please no, it'd be too like Rifle Grenade spam. (not quite as bad because their max range isn't close to the average range for rifle troops like rifle grenades, but Allies do tend to have to close in against Axis in many cases to make that probably still pretty bad)
Posts: 168
Anyone else remember the grenade Volks had a year ago that detonated in literally half a second?
Bring those back...and increase their popcap/MP cost.
Nah. Those were the same as airborne cooked grenades. They were too much
Posts: 1891
Posts: 270 | Subs: 1
Unless you're at max range and/or psychic, you'll still get caught in the flames because they're so damn fast when Conscripts still throw with the speed of an arthritic pensioner and you'd need to be blind not to notice it.
FIX THE MAXIM RETREAT! You pretty much have to instantly retreat when you see a volks squad outside of the arc otherwise all the crew members will kill themselves trying to pick the gun up out of the fire.
Posts: 621
It really should have a slower throw time
Posts: 30
B>) Spios with flame nades?? Really?? Their point blank DPS is already insane, I think that this would be too much.
Posts: 168
A>) Spios have too many abilities already. Remember they already unlock concussive grenades via veterancy too.
B>) Spios with flame nades?? Really?? Their point blank DPS is already insane, I think that this would be too much.
I mentioned earlier that the concussive grenade they have can just be replaced with a incendiary nade. I also think it's preferable to have one unit with that kind of high dps than to have a ton of scalable volks that can also run around clearing team weapons and garrisons in 1 shot
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