Echelon Grenades
Posts: 3260
They're intended to serve a similar role to flamers: a cover/garrison counter. They achieve that role, but the way you counter them is different.
To counter a flamer, you move your squad out of cover. The flamer then becomes less effective.
To counter Echelon grenades, you move your squad. Repeatedly.
This results a unit that is fairly ineffective when the opponent is looking at it, but has a sudden powerspike if the opponent looks away.
That is to say, Grenade REs aren't that good power-wise but they're really annoying. They work by overheating the opponent's micro, and that just isn't fun to deal with.
While I'd rather see them swapped out entirely in favour of the flamer, perhaps the autofiring grenades could be replaced with a manually targeted barrage ability? That'd be much less irritating than the autofiring grenades.
Posts: 2458 | Subs: 1
Posts: 4183 | Subs: 4
Posts: 45
Permanently BannedPosts: 3260
It's almost like you have to micro your units just like against gewehrgranate. Weird!
Grenade abilities are manually targeted and consume a non-insignificant chunk of munitions with every use.
If you think they're comparable mechanics, I question your judgement.
Posts: 3602 | Subs: 1
Posts: 607
Yeah it's annoying but so are self-spotting bunkers and mortar emplacements.
Posts: 351
Posts: 3260
That's the big gimmick of the commander though. If you scrap it, then you basically burned a commander to buff dozer blades and the Calliope.
Yeah it's annoying but so are self-spotting bunkers and mortar emplacements.
Replacing it with flamers would be a buff to the commander in my opinion.
The grenades aren't powerful, they're just really annoying. It's a little like present day MG spam: it relies on overheating micro, and when it fails at that it gets crunched.
Posts: 607
Replacing it with flamers would be a buff to the commander in my opinion.
The grenades aren't powerful, they're just really annoying. It's a little like present day MG spam: it relies on overheating micro, and when it fails at that it gets crunched.
I know, I am mostly underwhelmed with them as well (and they're quite pricey to upgrade for how non-powerful it is). But my point stands -- it's pretty much the main toy in this commander other than cover-to-cover.
Posts: 17914 | Subs: 8
Posts: 607
Posts: 960
It's not going to be 'fun' to play against when your units designed around being static (MG42, LMG Grens) are forced to move constantly by units requiring almost zero user input (just put them behind your rifles).
I completely agree with OP's suggestion: remove auto-fire from RE-RifleNades completely, and instead give them a 'barrage' ability with a higher RoF.
Posts: 17914 | Subs: 8
It's another unit that 'hard' counters OST units with little to no user input, much like mortars, MHTs, Scotts, and Pack-Howies.
It's not going to be 'fun' to play against when your units designed around being static (MG42, LMG Grens) are forced to move constantly by units requiring almost zero user input (just put them behind your rifles).
I completely agree with OP's suggestion: remove auto-fire from RE-RifleNades completely, and instead give them a 'barrage' ability with a higher RoF.
It doesn't even hardcounter HMGs in buildings, unless there is a LOS blocker on the way.
It does however hardcounter passive players with extend of micro not surpassing easy AI who never used any other hotkey then a-move.
Posts: 1166 | Subs: 1
Posts: 17914 | Subs: 8
Reduce the range. They shoot WAYYYY too far. They can shoot over buildings and cover.
That's the point of rifle nades.
Have you ever played ost?
Posts: 1295 | Subs: 1
1. Increase the scatter of the grenades. Currently, the grenade fires right into an enemy unit almost dead nuts every shot, change this to decrease the accuracy. I could see people spamming these and causing absurd problems in long range engagement maps. Keep its accuracy vs buildings normal as it is intended to be anti building.
2. Decrease the distance that they can be fired at. They shouldent have to get as close as flamethrowers to fire the grenade, but the current "max" distance is nutty. Change the minimum range to accommodate the max range modification.
Posts: 960
It doesn't even hardcounter HMGs in buildings, unless there is a LOS blocker on the way.
It does however hardcounter passive players with extend of micro not surpassing easy AI who never used any other hotkey then a-move.
It does vs. HMGs outside of buildings, which is pretty common. There's also smoke, LOS blockers as you said... Really, there's a lot of situations where they're countering MGs.
Meanwhile, I'm not sure how you're supposed to micro LMG grens: they need to stay static to fire.
That's the point of rifle nades.
Have you ever played ost?
One is a muni-heavy (early game), single round, 'skill-shot', the other is a single-time muni cost, auto-firing weapon requiring no user input outside of being 'in-range'. They're not comparable.
Posts: 17914 | Subs: 8
It does vs. HMGs outside of buildings, which is pretty common. There's also smoke, LOS blockers as you said... Really, there's a lot of situations where they're countering MGs.
There is a mechanic for them specifically for that issue.
Suppressed RETs will not shoot accurate nades.
If you are flanked, even CEs would hardcounter you.
Meanwhile, I'm not sure how you're supposed to micro LMG grens: they need to stay static to fire.
For example, by not sitting at max range and getting inside dead zone of RETs? They aren't going to do much with these carbines of theirs.
One is a muni-heavy (early game), single round, 'skill-shot', the other is a single-time muni cost, auto-firing weapon requiring no user input outside of being 'in-range'. They're not comparable.
And both are projectiles that go over LOS blockers.
Mechanically they are exact the same.
Balance of them is not comparable as they serve 2 different purposes.
In fact, all grenades behave that way, regardless how you launch them.
Posts: 2307 | Subs: 4
20 second cooldown.
Requires just as much micro from the user as the guy on the receiving end. Nerfs blobbed REs. Seriously, 2 RE with nades and one rifleman to protect them is massively cancerous.
Auto-firing grenades on infantry is a really awful precedent to set. Can you give a reason why this ability should be the only ability that auto fires? It was different when they were locked to the fighting pit. Make this a free targeted ability so it actually involves some skill.
Livestreams
336 | |||||
26 | |||||
13 | |||||
1 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.35258.859+1
- 4.599234.719+7
- 5.936410.695+2
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger