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russian armor

Grenadier rifle grenade.

What should the change be if any to the Grenadier rifle grenade?
Option Distribution Votes
76%
11%
11%
2%
Total votes: 82
Vote VOTE! Vote ABSTAIN
7 Jun 2018, 21:27 PM
#1
avatar of Loki

Posts: 96

Hey people this thing is a bit of a Problem. For high level players as well as us common folk. There is not a good reason for there not to be a detention timer. The reason to have one is the same reason all grenades have one. To give the player a chance to counter and react.

If you guys have a good reason that this thing should stay the way it is I would love to hear it. But give a reason why it should be better than elite infantry nades. Like shocks is just a strait up nade with a short timer. Same with paratroops. Same with rangers. Why do they need this? Is it because they have a weak anti infantry upgrade? Or because there upgrade's are locked behind side tech? Or because the anti tank ability's are not in line with the rest of the mainline foray. Or because they don't have access to good early indirect fire.

The only thing that the Grens lack is Manpower. But are incredibly efficient non the less. And all of there other attributes more than make up for this.

The rifle grenade should be removed or Nerfed to include a timer and for the love of god less damaging to buildings. And if they are suppressed you should not have access to it at all.

Thank you for you're time.
7 Jun 2018, 22:15 PM
#2
avatar of thedarkarmadillo

Posts: 5279

No option to buff. Biased poll.
7 Jun 2018, 23:32 PM
#3
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

What if you add a timer, but increase the speed animation and fly time so overall it's the same ?
8 Jun 2018, 01:32 AM
#4
avatar of Loki

Posts: 96

What if you add a timer, but increase the speed animation and fly time so overall it's the same ?


Yeah man that might be just fine. The sweet spot for balance is usually somewhere in between the op and that first overnerf that comes when the problem is initially recognized. Word up elchino
8 Jun 2018, 02:00 AM
#5
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post8 Jun 2018, 01:32 AMLoki


Yeah man that might be just fine. The sweet spot for balance is usually somewhere in between the op and that first overnerf that comes when the problem is initially recognized. Word up elchino

Yuup but the problem is relic likes to over nerf into oblivion then it stops getting used and gets ignored for a long time before revisiting. It's a sad proccess
8 Jun 2018, 03:02 AM
#6
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

It's balanced by the long, really obvious animation and the large minimum range. If you are paying attention you should not be getting surprised by riflenades, a timer is unnecessary.
8 Jun 2018, 03:11 AM
#7
avatar of Darkshaddowsss

Posts: 27

I don't think its a good nerf, the rifle nade is the only thing that makes it somewhat competitive with the USF rifles and IMO is still on the same playing field with most grenades. However weak ones like the Molotov could do with a buff
8 Jun 2018, 03:45 AM
#8
avatar of thedarkarmadillo

Posts: 5279

Molotov is fine I think now, it's research decrease was good and the animation reduction with vet was also good. Only thing I could hope for would be a price reduction with vet as well but that might be asking for a bit much
8 Jun 2018, 03:51 AM
#9
avatar of Firesparks

Posts: 1930

jump backJump back to quoted post8 Jun 2018, 03:02 AMTobis
It's balanced by the long, really obvious animation and the large minimum range. If you are paying attention you should not be getting surprised by riflenades, a timer is unnecessary.


the range of 30 meter effectively means your infantry is always in the danger of getting nade. Conversely most axis player will avoid letting allied infantry get close enough to throw the pineapple or molly.

that said, I think the rifle grenade just need their OHK radius lowered. Large enough to be effective against mg (since grenadier suck at flanking).
8 Jun 2018, 04:33 AM
#10
avatar of GI John 412

Posts: 495 | Subs: 1

What if you add a timer, but increase the speed animation and fly time so overall it's the same ?


Agreed. Endstate is the same speed, but more consistent with the cues given to all other grenades.

jump backJump back to quoted post8 Jun 2018, 03:02 AMTobis
It's balanced by the long, really obvious animation and the large minimum range. If you are paying attention you should not be getting surprised by riflenades, a timer is unnecessary.


True as well, but whenever the animation glitches, as it often does, it severely reduces the chances of spotting the shot before it hits.


However, as a historian and a big proponent of historical accuracy in all media whenever possible (#notmybattlefield), I feel that the grenade should have no timer, because they were impact detonated in real life, unlike all the other grenades depicted in game currently, which had timed fuzes.

If it needs a nerf it should be to damage or area of effect. That way it punishes units that clump up, but cannot wipe a full health squad.



8 Jun 2018, 04:40 AM
#11
avatar of mortiferum

Posts: 571

I think what makes rifle grenade scary is when they fly through a shot blocker/ building to whack one of your squads.

But this is "low level play" problem?
8 Jun 2018, 04:41 AM
#12
avatar of SturmTigerVorgo

Posts: 307

Put an option to remove grenadiers from the game so you can win without learning how to play.
8 Jun 2018, 05:29 AM
#13
avatar of thedarkarmadillo

Posts: 5279

In the Soviet campaign want there a timer during the animation? I mean that would be 100% no different than now aside from making the animation easier to see. It still won't help an MG gtfo or someone micro ING the other side of the map. Just make what's already there a little more obvious
8 Jun 2018, 06:17 AM
#15
avatar of jesulin
Donator 11

Posts: 590 | Subs: 10

Rifle grenade wiping allies squads since 2013 :thumb:
8 Jun 2018, 07:08 AM
#16
avatar of some one

Posts: 935

WHere is the vote for changing rifle nade to rifle budle nade?
8 Jun 2018, 08:41 AM
#17
avatar of SturmTigerVorgo

Posts: 307



you went full retard, man


never go full retard

Allied nades wipe WM squads much easier since they have smaller squads, yet nobody is complaining about it. What is full retard is this guys' complain.
8 Jun 2018, 08:53 AM
#18
avatar of Highfiveeeee

Posts: 1740

Instead of buffing/nerfing, fixing the rifle grenade would be a start.

In a lot of cases, the soldier needs 3-5 seconds to kneel down and fire after the command was given. Also sometimes the fire sound plays way too late which sucks as allies.
8 Jun 2018, 09:21 AM
#19
avatar of DonnieChan

Posts: 2272 | Subs: 1

Wehrmacht infantry gets eaten by whatever allied unit there is.

But yeah, nerf it !!!
8 Jun 2018, 10:00 AM
#20
avatar of Katitof

Posts: 17914 | Subs: 8

Wehrmacht infantry gets eaten by whatever allied unit there is.

But yeah, nerf it !!!

Everything destroys stock conscripts, still molotov and uurah got cost increase nerfs.

See how that argument of yours does not work?

(not saying OP is right, just pointing out silliness of your argument)
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