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Grenades

22 Mar 2016, 16:34 PM
#1
avatar of sinthe

Posts: 414

Does anyone else find that some grenades wipe squads more consistently than others.

I was playing as okw the other day against the british and had 4 volks squads wiped by a grenade ability from an churchhill variant. Edit: 4 over the course of the game.

The ability has no warning and the equivalent ability on the sturmtiger is nowhere near as effective as this one was.

Should grenades effectivity and costs not come in line a little better.

I know the okw team grenade toss ability is a bit ridiculous and should be more expensive, but I find it's nowhere near as effective as a standard rifle grenade and there are usually 5 being thrown.

Thoughts?
22 Mar 2016, 16:38 PM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

Sounds like the churchill you've met was AVRE.
22 Mar 2016, 17:05 PM
#3
avatar of lanciano

Posts: 210

Yeah definitely sound like you meet the AVRE which fires a rather large HE shell!

22 Mar 2016, 17:34 PM
#4
avatar of Waegukin

Posts: 609

Different nades have different AoE and kill radiuses. Assuming you mean Churchill nade and that STiger vet nade, the Church nade is much more dangerous then the crappy STiger nade.
22 Mar 2016, 18:14 PM
#5
avatar of Spinflight

Posts: 680

Used to be though was massively nerfed. Seems meh even compared to mills bombs now. More likely 4 squad wipes were the AVRE.
22 Mar 2016, 18:15 PM
#6
avatar of Iron Emperor

Posts: 1653

A Sturmtiger is way more effective than the AVRE.
22 Mar 2016, 18:20 PM
#7
avatar of MoreLess3rd

Posts: 363

Churchill Nade gave 100% in the radius, meaning it dmg ur Unit 100% even in the outer ring.

have fun with the bug
22 Mar 2016, 18:35 PM
#8
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Churchill Nade gave 100% in the radius, meaning it dmg ur Unit 100% even in the outer ring.

have fun with the bug


Wasn't it fixed during the last patch ?

Summon Mr Smith.
22 Mar 2016, 18:37 PM
#9
avatar of Spinflight

Posts: 680

Same as the Comet's grenade now IIRC, though for obvious reasons it's a while since I found a use for the Churchill.
22 Mar 2016, 19:38 PM
#10
avatar of Mr.Smith

Posts: 2636 | Subs: 17



Wasn't it fixed during the last patch ?

Summon Mr Smith.


Yes; they actually fixed that issue in the 25 February patch (listed under bugfixed).

Now both Comet and the Churchill nade abilities work exactly like Rifleman mk2 nade, only with 25% bigger radius.

Previously, it used to be that the Churchill were wipe-nades (as described), and Comet nades were the worst nades in the game (even worse than Shock Troop nades).

PS: Comet autoattack nades (the Vet3 ability) deal reduced damage -- but have a chance to stun tanks.

Summon Cruzz.
22 Mar 2016, 19:46 PM
#11
avatar of DonnieChan

Posts: 2272 | Subs: 1

22 Mar 2016, 23:25 PM
#12
avatar of sinthe

Posts: 414

It was the grenades that did it. 2 volks with schrecks trying to get close to shoot. I wish I saved the replay.

The point I'm trying to make is that it feels that OKW gernades are ineffective. Definately worse than rifle nades and apperantly much worse than avre nades. If the ability costs are the same should it not have a similar damage profile?
24 Mar 2016, 00:46 AM
#13
avatar of Mistah_S

Posts: 851 | Subs: 1

jump backJump back to quoted post22 Mar 2016, 23:25 PMsinthe
It was the grenades that did it. 2 volks with schrecks trying to get close to shoot. I wish I saved the replay.

The point I'm trying to make is that it feels that OKW gernades are ineffective. Definately worse than rifle nades and apperantly much worse than avre nades. If the ability costs are the same should it not have a similar damage profile?


+1
24 Mar 2016, 00:51 AM
#14
avatar of siuking666

Posts: 707

Granades?

Aren't those the inhabitants of Granada?


I doubt any of 'em here actually knows any history to understand the joke.
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