It should be made into a molotov clone. A fast throwing and long range cover denial grenade has no right being in the game especially when you consider that it's closest counterpart the molotov has been shaped for years to NOT be a "win any engagement by negating cover" ability
I don't have any issues with the profile of the grenade itself, and making it a molotov clone is the wrong idea, especially considering it's a 30 munition ability, not 20 like the molotov. That's more of an issue with the Molotov simply being too weak / having too long of an animation.
I'm just saying that a reduction in its throw speed would allow it to be dodged reliably like other grenades are able to be dodged would bring it in line with other mainline infantry grenades. |
I don't really see the necessity in it, but if people do truly feel that way please bump the price down to like 50-60 fuel and maybe I'll actually build them.
Decrease the barrage time too, maybe make it take 2 hits to kill from an at gun instead of 3.
I mean honestly the main argument is that it requires a lot of fuel to get it unlocked in the first place, and it's also a 75 fuel vehicle. I almost never get them unless my team is already way ahead and I know the other team won't be able to get out a quick pz iv.
I see them being much larger or a role in 1v1, which is understandable because in team games they're just not as useful when for 35 more fuel you can get a sherman which is much more versatile. |
Am I the only one who feels like the throw animation is way too quick and nearly impossible to dodge? I pay attention, I watch the game closely and look for the animation when in cover vs. Volks, yet every single time it's thrown I find it nearly impossible to get out of range and avoid any damage. Even when you study the actual animations of the basic core infantry units, it's clear as day just how much faster the volks throws their grenades when they are facing the direction they are throwing it. Like you can visibly see just how much quicker the model goes through the animation compared to the longer IS / RM animations, both grenades which are very easy to dodge if you pay attention unlike the volks.
Compared to other grenades that unlock with tech (though technically I wouldn't count the truck as tech since you have to build it regardless), it's throw speed and animation is nearly a half a second faster, especially when you compare it to Brit / USF grenades, and even moreso when you compare it to its counterpart the Molotov which has the longest throw animation in the game and is pretty much useless in comparison to the incendiary grenade volks get.
I'd compare the speed at which incendiary grenades are thrown to the speed that Shock Troopers throw their RG-42.
So does anyone else agree? If you test it out in Cheatcommands, and time the animations of say, Infantry Sections, Riflemen, Volksgrenadiers and Grenadiers and compare the animation times you will see that Volks are easily the fastest throw of them all by a wide margin, and only Shocks are ever so slightly faster, but not by much.
I feel like a slight nerf to the animation speed would bring this grenade back in line with what it should be as an area denial / cover / anti garrison grenade. It shouldn't have the timing of an elite grenade like the Shocks RG-42.
As far as I'm aware the volks grenade hasn't been changed in quite a while, so I'm interested to see what others think here. |
+1
That's the only reason I don't use it a lot more; the commander is just bloated with munitions expenditure as it is.
I've actually tried using it a few times, usually later in the game when I have a better munitions float and it's great in those situations in which you can rush your vetted greyhound to a fuel or cutoff and quickly decap / deny the fuel to the other team.
It has its uses, and 40 munitions is pretty cheap. Going to start making it part of my late game strategy when its applicable. |
I really don't get the hate for raid tactics. I get the commander is muni heavy but it's so versatile. I play mainly team games so I get the economy is alot different but it's only 40mu! Tech for an m20 and you have a cheap, fast capping unit that forces the enemy to mine like a Mofo or cache up. Again, it's only 40 mu!
I don't hate it, it's just hard to justify spending the 40 ammo when there's so many other things in recon support that require ammo; support paradrop, greyhound mg / canister shots, BARs for your I&R pathfinders / riflemen, butterfly bombs, zooks / LMG on the paras etc.
I'll try it out when I have an abundance of ammo though, see how it works with the greyhound. Another issue is I generally avoid the M20 and just get a Greyhound currently, as the M20 is great, as are its mines but I avoid teching Lt. most games and just go Captain for the AT gun and rush out a sherman after my Greyhound. Also, it's hard to justify using it with the Greyhound because I don't want to waste time capping points with something I can constantly be on the offensive with. Also I hate having to dump 70 ammo into M20s armor skirt to make it survivable, it's just more ammo I don't really ever have unless I completely avoid getting BARs. |
I'm still maining Recon Support and the changes are fine. I really didn't like them at first, especially the bump in price of I&R, but after playing it a lot I don't have any issues with it and feel like it's still in a good spot.
I actually don't mind the airdropped pack howie at all either, it's actually pretty nice to get one that way, and since most players are just still skipping Lt. altogether and going Captain, a 270mp AT gun is easy to get other ways. Support Paras are still a fantastic unit, especially with Bazookas, and their ability to lay mines gives this commander another big advantage.
The main issue plaguing this commander before was that the Greyhound came out just a little bit too late, and that was fixed.
I feel like it's still one of the better USF commanders outside of Raid tactics, great in 1v1 and team games. I just love the Greyhound, it's so great at chasing retreating units, and while the canister shot is kind of mediocre, it still does a decent amount of damage, especially when you see a unit clumped up about to use a panzerfaust on your greyhound (since the player likely won't move their unit or else risk interrupting the faust). I've also had success using it on retreating units if you aim it properly, dealing damage so you can more easily chase the squad and kill it. That said, it really sucks until you get it the .50cal, and if you don't have ammo for it early it's not going to be very effective. Its damage against vehicles is questionable, but I understand why it's so low since it's primarily an AI vehicle, not AT, and giving it too much AT damage might make it unbalanced vs. its counters in Luchs / 222s. |
All of these patches to fix JLI and they still haven't fixed the core issue of the unit; it's insane accuracy and critical hit rate. That is what needed to be addressed. Were they too cheap at 250mp? Yes. Was it fixed? Yes. Did they spawn to quickly? Yes. It was fixed. They also decided to remove infiltration, I get it, but again, doesn't address the real issue that's plaguing this unit. This is why we still haven't seen a reduction in players using overwatch, or using JLI, because despite the nerfs they are still essentially a better pathfinder in every way for 10mp less, only difference is they come out later. They also still cloak instantly over any bump in the terrain and get their accuracy ambush camouflage bonus from it.
They honestly could have kept them with the abilities they had before, with maybe a price buff and just reduced their accuracy / critical hit stats and everything would have been fine.
I wouldn't have even cared if they kept infiltration or the spawn time if they had simply brought them in line with other similar units instead of allowing them to be ultra lethal as they still are now. |
My only gripe is the changes to Recon. I'm used to it by now, and I'm OK with the AT gun being gone and CP3 airdrop rework, but I feel like the changes to the pack howie were unnecessary.
That, and the increase in price of I&R Pathfinders is too expensive. They should be a cheaper unit, maybe 270mp is a reasonable middle ground. I'm fine with the delay to spawn them too now that I'm used to it, I played Recon all the time when they were 1CP and had no problems with that either, even though I always wished they were 0CP at the time. If they decrease the price of I&R AND Airborne Pathfinders I'll be very happy. Right now at 290mp I don't have much incentive to build either unit outside of getting one squad for its LOS when I need that.
Outside of this, the game is pretty decent, not too many issues in any factions, and there's been a lot of positive changes lately, such as giving UKF a snare through Royal Engineers, and the changes to JLI.
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Have you tried crewing them with the Support Paras? Para-crewed team weapons can reinforce from Pathfinder beacons.
Honestly, that's just too much of a manpower sink for me, since they cost 30mp to re-enforce making it a really expensive pack howie, especially with how prone to wiping it is now. RE are only 20mp to re-enforce a pack howie, and since it's behind my lines most of the time it can stay reasonably safe. That said, the moment it's flanked by a rifle nade, or any other sort of arty / nade it will be wiped very quickly. Also, airborne take forever to re-enforce too.
I never really use beacon re-enforce anyways, I usually have an ambulance out by the time the airdrop is ready to be called in and I'll just call it in next to my ambulance to re-enforce. |
I have to say, after continuing to play Recon Support post the nerfs, I don't mind not having the AT gun in the airdrop, and the pack howitzer is nice. That said, I still don't think the nerfs are deserved since I do still see my pack howie get de-crewed instantly fairly often, then again I am crewing them with REs which drop like flies no matter what.
The other changes to Recon I've grown more used to, the 50s delay for I&R is fine, the issue is they're still overpriced at 290mp. Lower the cost to a reasonable 270mp and it will be fine.
I've simply changed my strat to go Captain instead of Lt. and just skip MGs altogether instead of investing in Lt. Just getting a 270mp AT gun from Captain is all you need, and airdropping in the pack howie rather than building it is nice, and compliments a mortar squad well so you can focus your mortar completely on smoking, and barraging with your pack.
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