Anti-tank grenade

Posts: 141

Posts: 238
I feel it woould be less buggy. They can even use the model of cons AT nades but change the look.

Posts: 794
USF AT-Nade is quite OP and its range must be shorter than that of the other factions, as the same unit can carry a zook or is always accompanied by the free captain.
Imagine if PGrens had panzerfaust.

Posts: 2693 | Subs: 1
No.
USF AT-Nade is quite OP and its range must be shorter than that of the other factions, as the same unit can carry a zook or is always accompanied by the free captain.
Imagine if PGrens had panzerfaust.
That reasoning makes very little sense at best.

Posts: 5279
No.
USF AT-Nade is quite OP and its range must be shorter than that of the other factions, as the same unit can carry a zook or is always accompanied by the free captain.
Imagine if PGrens had panzerfaust.
Imagine if shrekked pgrens had a chance to bounce...

Posts: 141
I think they should replace it with the classic sticky nade and giving it not a instant impact blow but maybe like .5 second to blow it once hitting the tank. this would get rid of the minimal range.That would be a good idea.
I feel it woould be less buggy. They can even use the model of cons AT nades but change the look.

Posts: 141
No.I imagine that you must face a lot of bazzoka equipped rifleman...
USF AT-Nade is quite OP and its range must be shorter than that of the other factions, as the same unit can carry a zook or is always accompanied by the free captain.
Imagine if PGrens had panzerfaust.

Posts: 290
ps. It's not like USF riflemen can't play with 1 bar & 1 bazooka in their units...

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Posts: 2307 | Subs: 4

Posts: 141
They need to improve the animation too. It's a problem when I tell my own troops to snare the enemy and I can't even tell if they are doing it or not until it fires.Yeah, Relic definitly need to do that.

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