Given the icon and incomplete details (and portrait now used for Jager Light), it's safe to say this is not meant to be there, yes. |
Did we all forget that the Infiltration nades are doctrinal?
10 or 15 muni should be enough.
That's a god awful reason.
Command Panthers are doctrinal. 10 to 15 fuel should be enough, right?
I admit that the long cooldown period is a thing that offsets the munitions cost, but for a full 5 grenades?
Why don't we just make it cost as much as the assgren ability it apparently clones? OKW have normal muni income now, and the cooldown is offset by having it on multiple squads with more utility than aforementioned assgrens. |
Yes lets just buff USA Terminator squads more.... No thanks.
If it was done then the way every other squad gets their weapons would also need to be changed. You can't just let USA pick up 4 BAR/.30 cals and only let LMG grens get 1 LMG for buying it on the unit it self.
There would not be a good way to balance this with the way USA Infantry weapon upgrades work.
Purchase and pickup can be seperated, I suspect.
In the same way that grenadiers have two weapon slots and can pick up another weapon if it's dropped, I suspect that weapon slots could be limited for americans to allow them to scavenge but not buy.
TBH, I'd quite like it if Rifles were only allowed one M1919 off the rack and had to fill that second slot with something found on-map, but that's just me. |
Having given them a spin, the munitions income sure has made OKW a more explosion-tastic army, and my fears for fuel transfer were thankfully unfounded.
I can actually afford to play with fuel transfer on for a lot of the game and still have some muni for a handful of upgrades AND nades, now, though, rather than picking one. I like this. Pump the fuel into a heavy tank and then forego fuel to fund my ever more elaborate mines and offmap strikes. Excellent. |
10 munis is probably too cheap for the damage it does. Plus I agree that grenades shouldn't be inst-jibbing all the time.
But does it actually happen to full-health squads? Could you post a replay where assault grenades insta-jib?
New patch. I'll let you know once I have a good replay of a squad vanishing to the full five nades. |
It's already more expensive than and comes at the same time as the M3.
Everything you do to kill M3's, do to this.
After all. M3's usually come with some mix of penal troops, flamethrowers, or both- americans need to spend fuel one way or another to get that much firepower in the back of a dodge.
Be it BAR or a Lieutenant, it comes later than a single penal squad with a flamethrower, and the end result is as close to the same as an M3 is to a Dodge.
And every dodge loss costs 50MP and 5 Fuel more than an M3. |
Rifles have enough. They already have carbines rather than bolt action rifles.
The only squads that deserve more than two, IMO, are Conscripts, Volks, and Guards (for obvious reasons on the guards part) |
Surely there will be soon another patch removing unintended changes. It is hard to believe that especially the OKW Flak halftrack nerfs are intended...
Not a nerf, a veterancy fix.
The setup time changes at vet 2 didn't used to do anything, AKAIK.
Now it's working as intended, we can consider balancing it better, mind. |
You got plenty of time to get out of the building so it's ok.
A satchel charge is 'plenty of time'
Infiltration nades are just nades. Five of them at bargain bin price.
Making use of LoS means unless my opponent is lucky and looking where they're thrown, they have about a second to react, find and move the squad before it becomes thin red smears on the walls, no matter what squad it is.
A small window of opportunity is little justification for a 10 muni instant gibbing from 3cp, IMO. |
Overall- I approve. Just to get that out of the way. OKW and USF have reasonably reliable garrison clearing now.
But anybody else think there have been a few... oversights, with the new values? Two of them, to be exact.
The first would be fighting positions. Which, acting as teeny tiny garrisons, now instantly lose any squad inside to even Volksgren nades. I appreciate from a realism point of view that you just threw a grenade into a ditch with 4 guys in, but it seems a little excessive.
And the second is the new impact of infiltration nades, especially if thrown over LoS blockers. Which were already pretty devastating, and are now 100% squad wipes of anything indoors ever for 10 muni.
Thoughts? |