Instant throw of flame nades is downright cruel&exploitative
Posts: 182
Permanently BannedMaxim was one of such units which played an important role keeping the SU remotely competitive and enjoyable. Though a bit cheap and having had a fast setup time made spamming them very cost effective, building one or even 2 wasn't enough to hold the OKW away from your cutoff. That was why people built more than 2.
Volkgrenadiers flame nade is an exploitative feature, causing unpleasant and abusive experience for average players. HMGs are supposed to put blobs in check, not the other way around. And we ain't even talking about blobs, 2 volks can charge frontally and burn the sinner in their hell.
My suggestion is increasing the range penalty for pinned units up to -%60.
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It will be an improvement certainly, but I think %33 is not enough.
Trust me it helps a lot, try the mod and it reduces range significantly.
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A little more micro won't hurt and it's Maxim we are talking about, it has the best set up/pick up speed of all MGs.
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How dare basic inf have the most simple counter to weapon teams.
This.
OP, I've seen a few threads from you today, and I feel like you're just whining.
L2P.
I've lost countless MG42's to simple molotovs.
Lelic plz nurf Molotov
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exploitative lmao CMON MAN.
Look at his signature. Why do you think it looks the way it looks
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Molotovs could go to Penals, Flame grenades to SP and JLIR.
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Just move away from it and you will be fine.
A little more micro won't hurt and it's Maxim we are talking about, it has the best set up/pick up speed of all MGs.
Yes but the maxis has this stupid deathloop mechanic. Sometimes you cant even move because the gunner dies and then the next guy and then the next guy.....
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