Grenadier rifle grenade.
Posts: 96
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.
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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
Posts: 5279
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
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Posts: 1930
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).
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.
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.
Posts: 571
But this is "low level play" problem?
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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.
Posts: 1740
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.
Posts: 2272 | Subs: 1
But yeah, nerf it !!!
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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