SBP Change Notes
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Posts: 13496 | Subs: 1
There is little reason not to turn these things into side grades.
In addition and imo all anti garrison weapon should be moved to specialized infantry and not mainline infantry.
Posts: 474
Anyway, in the new patch the flamnade is tied to the first Supply truck so no more flamnade at 2 minute mark.
Did you test this in game? Because the final patch notes don't mention that.
Posts: 5279
Did you test this in game? Because the final patch notes don't mention that.
The untested patch is loaded with things that aren't in the patch notes
Posts: 474
The untested patch is loaded with things that aren't in the patch notes
I have read Cruzz's thread and he says that the nade is not tied to the first truck being set up which is consistent with the final notes. No idea why he mentioned that as a ninja change, unless he meant that it is tied to the truck setup? I'm really confused.
Posts: 3602 | Subs: 1
I have read Cruzz's thread and he says that the nade is not tied to the first truck being set up which is consistent with the final notes. No idea why he mentioned that as a ninja change, unless he meant that it is tied to the truck setup? I'm really confused.
I never said it was tied to the truck being setup, but tied to the first truck. Final patch note said nothing about it but before the patch, flamnade was tied to nothing, as soon as you had the muni, you could use them.
Posts: 474
I never said it was tied to the truck being setup, but tied to the first truck. Final patch note said nothing about it but before the patch, flamnade was tied to nothing, as soon as you had the muni, you could use them.
Ahh now I understand. I don't remember it not being tied to buying the first truck, even though I play OKW mostly. Ooops.
Posts: 2439 | Subs: 6
+1
In my personal "worst design in coh2 history" list, volksgrenadier flame nade is up there with flamethrower riflemen and snipers in m3s. And honestly, it doesn't really matter if okw needs a truck to get them or not. This ability should not be there in the first place, no matter the timing.
Oh come on, they do not make that list surely!?
Posts: 808
Posts: 17914 | Subs: 8
lol if flame nades is locked behind the truck, what the fk is OKW suppose to against a building early game? every faction has some sort of counter to it. And its really funny about people crying about it being used as a cover denier, but you dont see them crying about Molotovs which do the same god damn thing, double standards at its finest
The same thing brits do for example.
Wait until you have a counter in 5th minute.
Posts: 808
The same thing brits do for example.
Wait until you have a counter in 5th minute.
brits have a t0 mg and can tech nades
why not just replace flame nades with a normal model 24 grenade and move flame nades to sturms or something
Posts: 4183 | Subs: 4
Actually USF is a massive joke vs OKW flamnade. USF pickup an important building before you, just throw a flamnade, USF pick a cover before them, just throw a flamnade and rush with your SP.
? USF is probably THE BEST faction against the flamenade. Volks throws flamenade? rush the damn volks with your better at close quaters rifles. Not to even mention their better than all other base infantry moving accuracy modifier.
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Posts: 144
Then nerfed the StuG, the Panther, the wehr mortar to the ground and kept the 222 back where it was a useless unit.
Then buffed the usf indirect fire, just in case.
Mr smokescreen and co were true to his history or so it seems.
Posts: 138
So basically they reverted all the needed allied nerfs
Brens, Vickers K, Support HT, Wasp and centaur had their balls cut off this patch so not really.
Posts: 5279
Posts: 728
Actually USF is a massive joke vs OKW flamnade. USF pickup an important building before you, just throw a flamnade, USF pick a cover before them, just throw a flamnade and rush with your SP.
Wrong RE can but not really all infantry moves at the same pace no reason why usf gets there fist depending on map sturms dont have to build shit. They also win hands down vs Re in buildings if you have basic micro. Try getting a fukin volk squad out of a house as usf, they will out shoot rifles on most scenarios even when rifles are in there awkward “premium mid range”. Why your kubel is capping the rest of the map at super speed. Its a joke. Hardly a visible wind up like scripts throwing the flame nade and even when you see the animation your bumble footed rifles trip over each other before it at least does it initial hp dmg. Honestly play double okw and you and your partner make 4x volks and spam lava nades with a brain there is nothing usf can do about it other than lose every opening engagement
Posts: 728
? USF is probably THE BEST faction against the flamenade. Volks throws flamenade? rush the damn volks with your better at close quaters rifles. Not to even mention their better than all other base infantry moving accuracy modifier.
How did you not lose at least one rifle model doing that lmao?? It happens every time closing in with usf if not even 2 models
Edit also you put yourself in jeporday rushing them and have to retreat as retreating back through the lava nade with axis better far distance sniping and allied overall worse recieved accuaracy modifiers
Posts: 3053
lol if flame nades is locked behind the truck, what the fk is OKW suppose to against a building early game? every faction has some sort of counter to it. And its really funny about people crying about it being used as a cover denier, but you dont see them crying about Molotovs which do the same god damn thing, double standards at its finest
Does someone really have to explain why you can’t compare Molotovs to flamenades?
It’s like saying what’s the difference between mp40s and stg44s? They both shoot bullets kinda fast so they must be the same.
Posts: 728
Wrong RE can but not really all infantry moves at the same pace no reason why usf gets there fist depending on map sturms dont have to build shit. They also win hands down vs Re in buildings if you have basic micro. Try getting a fukin volk squad out of a house as usf, they will out shoot rifles on most scenarios even when rifles are in there awkward “premium mid range”. Why your kubel is capping the rest of the map at super speed. Its a joke. Hardly a visible wind up like scripts throwing the flame nade and even when you see the animation your bumble footed rifles trip over each other before it at least does it initial hp dmg. Honestly play double okw and you and your partner make 4x volks and spam lava nades with a brain there is nothing usf can do about it other than lose every opening engagement
My bad exaile i thought you were defending flame nade sorry ive been drinkin
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