Volks flame nade--why is this still a thing?
Posts: 395
Okay I get it, its for the brits. This thing should really then be like the anti building grenade from vCoH. Either make it unable to target anything but buildings or make it do only a little damage to normal units but have a nice multiplier against buildings. Or perhaps turn it into something like a satchel--little range.
But for the love of god why is it left as is???
Posts: 670
It's cheap as hell
instant abandon of thread
Posts: 395
relative to usf nade?
instant abandon of thread
Posts: 770
But for the love of god why is it left as is???
Because decent players have no issue with it.
Posts: 670
relative to usf nade?
do you even play this game?
Posts: 3103 | Subs: 1
relative to usf nade?
Literally the exact same 30 munition cost, I'm afraid.
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^^^^
Posts: 174
Posts: 875 | Subs: 2
I mean, it's bullshit that they don't have to pay fuel for it like every other faction (or fuel for anything for that matter) but the grenade is pretty much fine as-is.
It still requires an HQ to be deployed on the field...
but that's practically a given.
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It will be even more balanced with the next patch (ability range reduction for suppressed squads means no more YOLO flamenades into a Vickers' face)
Posts: 571
Posts: 73
Isn't it a 40 muni nade? I am not sure, I thought it was 40 not 30.
It's 30.
Posts: 766 | Subs: 2
Isn't it a 40 muni nade? I am not sure, I thought it was 40 not 30.
The Guard/Shock/Partisan grenade is 45 munition, if that was your though.
Posts: 1487
why is it left as is???
bcs they dont care and sometimes dont have what is needed to fix important issues. If there is small issue with mines then they remove mines from the game. Devs etc are fired now there are random people doing support.
Posts: 3602 | Subs: 1
Hey mate, just get your squad out of the way. If it's as effective as a normal grenade then good because it's the same cost as one. Don't worry. Nothing's wrong.
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