General Information
Register Time: 5 Jul 2014, 03:34 AM
Last Visit Time: 9 Jun 2023, 11:33 AM
Steam: 76561197974357014
Birthday: 1989-06-02
Residence: United States
Nationality: United States
Timezone: America/Winnipeg
Game Name: Broodwarjc
But 15 ammo is pretty cheap for a faction that is usually floating munitions, really useful early game for displacing units and keeping your enemy on their toes in firefights (dislodging squads from cover ect).
The problem is you still have to pay to unlock them and the damage they deal now is pathetic and not even worth 15 munis, add on top of that the reworking of tank snares and conscripts have become not worth the trouble. I have noticed more and more players going maxim or sniper spam, due to cons being so meh.
Regardless of weapon teams, Rifle Nades are just a really poorly designed mechanic. They don't clear garrisons properly, which is what they're supposed to do, instead they result in gimmicky, effortless squad wipes.
Firing a Rifle nade over a shot blocker that you literally can not see coming and have no time to dodge because it's instant detonate resulting in a squad wipe is just silly. It also makes no sense how they detonate instantly, combined with the fact they have the best animation that can be very hard to spot compared to other grenade animations. It also breaks late game and makes LMG Grens far stronger than what they should be, because it makes other long range LMG unable to remain static for fear of being instawiped. This encourages blobbing because you can't risk fighting on multiple fronts against Rifle Nades.
Giving Grenadiers regular grenades like Volks or Fusileers would be a great chance to not only increase the viability of allied support teams, but also just to decrease the skilless "free" squad wipes and result in more tactical play. It would also help Ost clearing garrisons which is something they lack.
They specifically named flamers and infantry flamers in the notes, nothing really about stuff like molos or incendiary arty(which would be an huge overnerf).
Other then that, the higher rank you play at, the lower molos effectiveness is as they are 100% dependent on opponents lack of awareness with shortest range and longest throw animation.
Though I'm pretty sure alex will come here, preaching how molos are best nades in the game, will boast how he torches whole armies with them and will not provide a single example of the ones inside of his head.
No, moltovs did have a flame crit, they had a chance to instant wipe a bunched full hp squad on impact(I have had it happen to me before). They aren't worth shit now and the problem with trying to throw them into the side where the mg is on a building is now Axis MGs are really good and your con squad might not make it out alive. In general their damage is too low and with the AT nade change it actually makes Con squads a lot less useful as their role of grenade platform has been neutered.
Keep the AT Nade the same, but please buff the Molotov flame damage (significantly) Relic (or maybe have two memebers in the squad throw molotovs at the same time), because it is REALLY bad right now and squads can sit in the fire and be fine.
Just had a game where a gren squad rushed straight into my DHSK, fired a rifle nade reducing it instantly to 1 man and a sliver of health and finished it off with normal fire while suppressed. :/
I don't like the idea of being unable to bomb a B4 hiding in Soviet base with a M5 AA-HT nearby. I also don't like the idea of a Pak43, behind some buildings being protected by a OKW Flak emplacement.
IMO, double Wher is better in 2v2 right now, MG42>MG34, Pak40>Raketen, Grens>Volks, Ost T3>Jagdpanzer(the closet thing OKW has to a medium tank), 81mm Mortar>ISG.
OKW also suffers in the infantry department as Volks are terrible at infantry combat and Obers/Sturms are very expensive. OKW is still viable, but Wher is just better right now and the only thing you are missing out on is the KT and JT, both of which are very expensive and slow as hell.
I don't understand how anyone can be in here arguing that the mg42 balance is fine in this current patch when everyone knows there are actually changes designed to help balance it that were left out of this version (which makes no sense anyway) and will be coming soon. Of course there will be balance issues when only half a patch is released at a time.
As for the molotov issue, if the molotov can be counted on only to reposition an mg but never to kill any models then what is the point of investing manpower, fuel, and ammo into a "soft counter" that doesn't actually do anything? Compared to all other grenades this ability is crap. I guess its the fanboys version of balance that ostheer has rifle grenades with great instant squad-wiping potential and soviet get molotov that can make soft suggestion that mg should reposition.
Before the molotov had flame crit chance, which I have had kill a full health Volk squad before. But with the flame crit gone(which is for the better IMO), this ability needs a damage buff it is underperforming and barely does any damage now, but this is offtopic.
Here is a clip of the buffed DHSK's performance against light vehicles:
Yes I was using AP rounds and for its cost, the time delay, and compared to MG34/42 incendiary rounds, that was an embarrassing performance.
After playing 10 2v2 games with Soviets, and using the buffed DHSK in each one, I can say that I am slightly disappointed in its cost and when you can actually get one(2 cps) for its performance, it is better, but its suppression and even vehicle damage are still too low(A Ost HT ran around inside ones cone of fire, and even with AP rounds it was able to run completely across its arc of fire with still 1/4 of its HP left).
I see WAY more Axis players blobbing than Allied players now, the MG42 and 34 shut down Allied blobs(which I am perfectly happy with), but MGs on the Allied side either don't suppress enough(Maxim/DHSK) or arrive really late(DHSK/.50Cal). I would like to see slight damage decrease on MG42 or cost increase(the initial damage increase was because it suppressed like crap, but now it suppresses much better, but its damage is so high combined with its suppression it can be used to assault positions(Maxim spam was the same way, now it is MG42 spam).
The MG34 is perfect, comes early enough(1 cp)fast suppression to blobs, not a lot of damage, but you can still feel it without it wiping 3 men 2 seconds after it hits them. The Maxim could use a suppression upgrade, but I would also like to see a cost upgrade to accompany it(too prevent spamming).
DHSK could be moved to 1CP at the very least and maybe slight suppression increase.
pack howitzer can AOE suppression good to deal with blob in long range
but now HMG can do it too and it better effective (pack and ISG need some RNG to drop on center of blob to supression)
yeah I find that sometimes the ISG shot lands right next to a moving USF blob and they just keep moving, like the change from the previous patch, where units who are moving don't get paused by nearby explosions, keeps the suppression of it from working.