This forum should have a section for arranging teams and finding people to play with.
It would be very useful.
This is a really good idea!
Shadow add me on steam I'm always looking for 2v2 partners. I'm not pro by any means but I'm not terrible. I'd say I fall somewhere along the lines of "decent" |
The moments the signs show up and the first detonation is at worst only sligthly longer than a normal grenade from tests. If MilkaCow is right in his numbers, the first explosion should actually be faster than a normal grenade. Making the "Easy to dodge compared to other grenades" null.
I never said i knew they were going to wipe me at such a close range trough a smoke. I said i knew they were there.
In the end, their pros pretty much nullify their cons. And turns the long range and cheap volks into deadly close range units.
You should be expecting these grenades well before you get into an engagement. Like I said earlier, it's not about reaction time, it's about anticipation. Engaging 3 volks with infiltration grenades is risky, even with a shocks squad. That being said, had you stayed on the move and chucked your own grenade at the 2 volks squads that were bunched and cleared the closer squad with your shocks you might have even still won that engagement. The issue here isn't the grenades, its how you chose to engage. |
What's "reasonably small"?
This is an incredibly subjective detail to base your analysis on. Obviously there's nothing better than to lob a grenade into a hut chocked full of a 6 man unit team, but we're not discussing extreme situations. We're discussing the merits of the ability versus the penalties of its use.
I'm quite confident I've used this ability, and seen this ability used enough to judge its garrison clearing ability, and I wouldn't consider it the 'building cleaner' that it is currently being suggested.
However, lets assume you're right, just for the sake of debate. Lets say that this grenade absolutely obliterates any unit in any garrison. So what? A doctrinal ability that specializes in cleaning out a building on a 120 out of combat cool down with shorter range and a longer cast time that is obvious to anyone paying attention? Unless I'm just not watching in any fashion, you will never catch me with Infiltration Tactics. It's also a safe assumption that anything you're garrisoning at 3CP is a suppression unit. This ability isn't even a factor in the early game.
I wasn't drawing any conclusions, just pointing out the fact that it is indeed a great garrison clear. Everything is subjective when being discussed out of the context of the game on the forums. I don't really feel like posting a replay, I'd rather you add me on steam and I can clear you out of houses with them in person |
I asked you to support with replays, I specifically stated I wasn't interested in your "yes-huh" retort. I'm even less interested in your "this one time up here this happened" example.
Add me on steam Bled, lets test this out, I would like to show you something |
That is an insane exaggeration and I'm not even interested in the "no it's not" retort. If you really think they clear out garrisons that easily, please post replays.
Actually it's not an exaggeration at all, quite the reaction from someone who (apparently) doesn't know how the ability even functions. These grenades do completely destroy garrisons. A volley of 5 grenades in a reasonably small garrison will reliably wipe the whole squad/weapon team. This is by design. Its one of the best reasons to pick a commander w/ infiltration tactics on urban maps(Semois and Road to Kharkov come to mind), because OKW struggle to clear out buildings reliably with normal grenades (although the recent buff to garrison damage does help with this) and the ISG. |
Yes just like assault grens and that is why allot of people struggle using them.
Ass grens can function decently because they have sprint and a 5 man squad. AEs don't come anywhere close to being as combat effective as ass grens, aside from their demo charges, which by themselves justify the cost if used well. |
*bumps head on desk*
Okw gets 100% ammo for a couple of patches.
The fact is, those grenades are by far to good for just 10 ammo.
Their value is not gated by the cost. It's gated by the role it plays in the commander tree, and the 2 minute out of combat cooldown. |
I just went and tested the grenades myself, there is no extra delay before the first grenade is thrown, and when it explodes you loose total control of the squad inside the blast radius until all succecant grenades have exploded.
The throw distance is also the same as the normal grenade, only that with the high number of grenades thrown you have a good chance of having grenades thrown even further.
The fuse is really short and the blast radius, the numerus explosions will stun you for a long period of the time and the very wide AOE created all of those togeter makes it so far the hardest grenade to dodge i ever saw. I'd rather have rifle grenades being thrown at me for 10MU.
i had a 3 man squad throwing 3 grenades at 5 conscript and whiping the squad without even trying.
The new trend of Volks spam really makes it so yes we will see this happen often. The long cooldown is still nothing compared to the other played loosing a squad out of the blue and having to replace it.
Try this: Play OKW in 1v1 exclusively using infiltration grenade doctrines to carry you to victory (I think you will find this harder than you anticipated). Eventually you will reach an ELO in which people will understand how to counter the ability, pay attention to what they do, and learn from it. You will be surprised at how much you can learn from playing the strategies that you struggle against.
This ability does not counter shocks against a competent opponent. Its not about reaction time, its about anticipating your opponents abilities before you even get into combat. Once you know his doctrine choice, you should keep in mind that the only reason volks will stay in range against shocks is if he is attempting to throw a grenade volley. You need to be aware of this. Like I said, keep your shocks on the move, don't just right click straight to the volks squad, this is lazy and predictable. Try to move laterally and bait the grenade volley, and keep in mind that you have a grenade of your own. Shocks have basically no reason to stay stationary against volks. If you are dying to infiltration grenades w/ your shocks your simply doing it wrong. |
Shock troops take virtually no damage against volks. There is no reason that you should ever stop moving if you are aware of his doctrine choice. Bait the grenade volley, stay mobile, you will still out damage him on the move, and you have a grenade of your own.
Let me reiterate this, do not stop moving with your shock troops against volks with infiltration grenades, problem solved. |
Honestly the kubel is a monster against the USF w/o the mechanized commander. It is a must have against Rifle Company. The King Kubel gives zero fucks about your vetted rifleman.(just be sure to support it with your sturms and kite the at nade). The amount of early game pressure you can apply totally makes up for the lack of scaling imo. Its a mobile suppression platform that is available instantly. It hard counters the typical 3 rifle start if micro'd well. Live and die by the kubel!
That being said its basically useless against the soviets, as they don't deal enough damage to flank maxims, and the M3 will destroy it. This is fine imo, not every unit needs to be valuable in every situation. |