Guards Grenade
Posts: 394
I have seen it kill two Vet 3 PG's squads, and also wipe out entire Gren squads all the time. I know it costs 45 munitions, so it should be a good grenade and it can also be dodge sometimes when your squads don't lag like a bitch and wait for 2 seconds before they actually move, but I still think its too powerful for what it is.
Suggestions to fix would be to either make like 60 munis, or leave the cost the same and nerf it so its the same as a PG bundle nade. I get the feeling that the Guards grenade is as good as the PG's bundle was before it got nerfed so hard that all it does now is make a lot of noise and that's about it.
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Keep your units apart and don't blob - solves this issue.
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as for how strong guard nades are, i have seen stuff similar to what youre describing. my friend had 2 or 3 pgrens get wiped early on in a game, all at full or very near full health. just seems like bad luck to me though.
did they really nerf the bundle grenade? when was that?
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Posts: 394
It is exactly the same as the Panzergrenadier bundled grenades. Ostheer just has smaller squads, so the chance for all of them being affected is higher.
Wrong. It's waaaaay better then a bundled PG nade.
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http://coh2-stats.herokuapp.com/explosive_weapons/63
Differences: The only noticeable difference is that the Russian grenades has an accuracy multiplier of 1.5 vs. targets in "open" cover. And I'm not even sure that this affects AOE accuracy.
Everything else makes no difference whatsoever because only Ostheer has access to bunkers, there are no trenches in the game and because 0*something is still 0.
So they are slightly better. Just not "waaaaay better". The biggest difference is simply caused by the German squads bunching up more and having fewer models. The same reason 3 men weapon squads sucked and why Soviet snipers are so strong: Low model counts make a much bigger difference than just having 1/3 less total health per squad.
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The short windup also makes them a little harder to dodge. The timer is such that it's often quite hard to dodge one fully even if you react to the windup.
Oh yeah, didn't see the wind up, good catch.
Posts: 391
Orange-aid for long.
Posts: 394
http://coh2-stats.herokuapp.com/explosive_weapons/23
http://coh2-stats.herokuapp.com/explosive_weapons/63
Differences: The only noticeable difference is that the Russian grenades has an accuracy multiplier of 1.5 vs. targets in "open" cover. And I'm not even sure that this affects AOE accuracy.
Everything else makes no difference whatsoever because only Ostheer has access to bunkers, there are no trenches in the game and because 0*something is still 0.
So they are slightly better. Just not "waaaaay better". The biggest difference is simply caused by the German squads bunching up more and having fewer models. The same reason 3 men weapon squads sucked and why Soviet snipers are so strong: Low model counts make a much bigger difference than just having 1/3 less total health per squad.
So they are not "exactly" the same. I think you will find that 1.5x accuracy multiplier makes a lot more difference than you think. I am going to do some field tests on this and stream in, then I will post the results.
Posts: 665
Grenades in general should be made more reliable methinks, as they were in COH1, albeit I am an absolute novice as to the techno-jargon that would be required for such a fix.
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Posts: 394
Why are 2 Panzergrendier squads ever that close together?
Keep your units apart and don't blob - solves this issue.
I'm sorry I am not as Pro as you. Since when is two units close together blobbing?
But what I was referring to is this:
I had two Vet 3 PG squads, full health and fully manned far enough apart to not be affected by the AoE of each Guard Nade. I had two Guards squads attack them, both of the Guards squads threw a nade, one at each PG squad. Both PG squads were wiped.
I have also been in a situation where two PG squad were toghter and were wiped by one Guard nade as well.
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