Insta squad gibbing rifle grenades need to be nerfed.
Posts: 673
P.S. Compare it with very-close-range, slowthrowing and no-impact damage Molotovs, which also costs additional fuel to unlock.
Posts: 2742
Though that may be due to the fact that other MGs and team weapons I actually use for their intended purpose instead of as a replacement for infantry.
Posts: 239
the way the game computes cover, it doesn't matter if the grenade physically detonates behind your squad... if the cover is between your squad and the grens when the grenade is launched you'll get its benefit in terms of damage reduction.
Posts: 4630 | Subs: 2
But 50cal cries in the corner...
3 modles insta killed and no matter what you gonna do, the last one will also die.
Posts: 919
In infantry combat always try to use green cover. If you are below half health or only in yellow cover without damage reduction you have to watch out. Do not make the mistake to move out of green cover if you spot the animation too late, you will be caught in the blast of the grenade without the cover reduction if you are just moving away from the cover resulting in a squad wipe.
Imo the real problem is that you can move into a 50.cal or Vickers frontally and still nade it will crouching on the floor. Two rifle nades kill a 4-man MG in green cover, one grenade forces the MG to withdraw to heal or reinforce thus giving up its infantry denial area. I do feel you should always flank a MG to nade it, but you don't have to with rifle nades.
Posts: 276
If you have one of those matches every grenade, every mortarshell and every pillow thrown at your troops has the potential to wipe a sqad.
Thats not a balance or l2p-issue thats something related to your or your opponents Internetconnection I guess.
Otherwise grenades can be annoying when spammed, but are still avoidable.
Posts: 956
Comparison to regular nades used by USF, shocktroops and Tommies:
Rifle nade has more inconspicous animation, no timer and longer "throwing" range, (which makes using of the nade even more surprising). It's disadvantage is, that it cant be used on close range.
Then there are allied grenades: They can be used on close range. Disadvantage is that they cant be thrown on long range, very noticable throwing animation and timer+ usually need to be side teched for
Damage and cost are the same.
A way to deal with that riflenade is 1)getting good instincts 2)being very lucky 3)hearing your units shout "Grenaaaade!" and recognize whether or not are they shouting it beause enemy is throwing a grenade, or because they are the ones who's throwing a grenade 4)focusing on opponents unit so much, that you won't notice when some flanker comes in and rapes your unit from behind 5)Try to come on the closest possible range and lose most of your soldiers during the process
A.K.A things that your opponent mostly doesnt have to bother with and will still have the same or better success
Yes, you're bloody right, this IS a whinepost and I've got a good reason for it
Posts: 4474
I somehow got used to that, but it is really annoying.
Comparison to regular nades used by USF, shocktroops and Tommies:
Rifle nade has more inconspicous animation, no timer and longer "throwing" range, (which makes using of the nade even more surprising). It's disadvantage is, that it cant be used on close range.
Then there are allied grenades: They can be used on close range. Disadvantage is that they cant be thrown on long range, very noticable throwing animation and timer+ usually need to be side teched for
Damage and cost are the same.
A way to deal with that riflenade is 1)getting good instincts 2)being very lucky 3)hearing your units shout "Grenaaaade!" and recognize whether or not are they shouting it beause enemy is throwing a grenade, or because they are the ones who's throwing a grenade 4)focusing on opponents unit so much, that you won't notice when some flanker comes in and rapes your unit from behind 5)Try to come on the closest possible range and lose most of your soldiers during the process
A.K.A things that your opponent mostly doesnt have to bother with and will still have the same or better success
Yes, you're bloody right, this IS a whinepost and I've got a good reason for it
Damage are the same what ?
Posts: 1890 | Subs: 1
Posts: 2885
From my experience, nades and cover are insanely inconsistent. But that's just me. Stats show that cover prevents damage.
Nades damage is consistent, its the cover that is directional. If the nade (any type of nade, not only rifle nade) is lobbed over green cover, all entities in that cover will take half damage. Its as counter intuitive as it gets but it works exactly like that. But if your squad is standing in cover but the nade is thrown from a flanking position, entities will take full damage and the squad is likely to get wiped.
Posts: 1276
Posts: 960
Nades damage is consistent, its the cover that is directional. If the nade (any type of nade, not only rifle nade) is lobbed over green cover, all entities in that cover will take half damage. Its as counter intuitive as it gets but it works exactly like that. But if your squad is standing in cover but the nade is thrown from a flanking position, entities will take full damage and the squad is likely to get wiped.
Yea, that's probably why it feels inconsistent.
Posts: 556
Posts: 919
Damage are the same what ?
sorry double post, look below
Posts: 919
Damage are the same what ?
Yes damage of most axis/allied grenades is 80. Most Soldiers have 80 hit points with an armor of 1, so standing in the blast radius exactly kills them. Green cover reduces the damage by half if the grenade is thrown from the other side of the green cover.
The difference is the blast radius which is called Area of Effect (AOE). While most short ranged grenades have an AOE of 1.25 the rifle nade only has 0.75. If you nade a 4-man MG team or 4-man squad (like brits) that is clumped up in cover as usual an AOE of 0.75 is enough to hit all four, but in an open field situation a rifle nade will do much less damage than the short ranged grenades with their AOE of 1.25. So upgrading your IS/Sappers to 5-man squads can really make a difference when it comes to surviving grenades, in addition soviet 6-man weapon teams have a higher chance of surviving rifle nades because they are usually a little more spread out.
Posts: 247
Aside from their effectiveness against MGs, my main issue with riflenades is how much safer they are than hand grenades. Of course they're easy to dodge in small engagements but as the battle develops becoming more chaotic and spread out, sooner or later they'll start getting wipes. While this is also kinda true for hand grenades, they at least have an element of risk in that you have to close with the enemy.
Posts: 63
Grenades are trouble for all mgs, though maxim probably least of all due to pack up time. I'm more concerned about that brit gammon bomb, since I have no clue which of the various commandos has it and there is no opportunity to dodge what is almost as potent as a satchel.
Posts: 5279
Posts: 4474
ok but aoe of rifle nade and RM nade are different
Yes damage of most axis/allied grenades is 80. Most Soldiers have 80 hit points with an armor of 1, so standing in the blast radius exactly kills them. Green cover reduces the damage by half if the grenade is thrown from the other side of the green cover.
The difference is the blast radius which is called Area of Effect (AOE). While most short ranged grenades have an AOE of 1.25 the rifle nade only has 0.75. If you nade a 4-man MG team or 4-man squad (like brits) that is clumped up in cover as usual an AOE of 0.75 is enough to hit all four, but in an open field situation a rifle nade will do much less damage than the short ranged grenades with their AOE of 1.25. So upgrading your IS/Sappers to 5-man squads can really make a difference when it comes to surviving grenades, in addition soviet 6-man weapon teams have a higher chance of surviving rifle nades because they are usually a little more spread out.
Posts: 919
ok but aoe of rifle nade and RM nade are different
Exactly :-)
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