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About USF AT-Grenade

20 Jan 2016, 10:21 AM
#1
avatar of The amazing Chandler

Posts: 1355

Imo it is the worst in the game.

It has no animation. You cant tell if they are throwing it, when they are throwing it(so you can react further).
It is the only one that has a minimum range.


At least add an animation to it... please.

Thoughts?


PS: I didn't know which sub-forum to pick so i chose "Game play". Admins, feel free to correct me:)
20 Jan 2016, 10:22 AM
#2
avatar of Katitof

Posts: 17891 | Subs: 8

Actually, the worst one is UKF doctrinal AT nade, which does too little dmg to even engine crit lights.
20 Jan 2016, 10:43 AM
#3
avatar of Captain_Frog

Posts: 248

jump backJump back to quoted post20 Jan 2016, 10:22 AMKatitof
Actually, the worst one is UKF doctrinal AT nade, which does too little dmg to even engine crit lights.


I didn't even know they had an AT nade. :sibHyena:
20 Jan 2016, 10:45 AM
#4
avatar of The amazing Chandler

Posts: 1355

jump backJump back to quoted post20 Jan 2016, 10:22 AMKatitof
Actually, the worst one is UKF doctrinal AT nade, which does too little dmg to even engine crit lights.


You said it your self, doctrinal. I am not talking about them. There is also the one from panzerfusiliers. That one is also bad.
20 Jan 2016, 10:49 AM
#5
avatar of Myself

Posts: 677

Actually there is an animation one of the solider will point his rifle towards the sky before firing the At rifle grenade...

It is about as bad as the PanzerFusilier one. The minimum range should be removed in both...vehicles are to fast can easily move within minimum range and thus cancel the grenade...
20 Jan 2016, 11:19 AM
#6
avatar of some one

Posts: 935

I use USF AT rifle nade a lot.
I find them reliable but time between pressing the button and when grenade hit the target is enormous
20 Jan 2016, 12:30 PM
#7
avatar of Waegukin

Posts: 609

USF, UKF and PFusilier AT 'nades are all pretty bad. They should all just mimic the stats of the Soviet AT 'nade.

Also, I love how Relic updated the Tommy's Boys AT rifle for consistency, but didn't bother modifying the AT 'nade from its old volley spam form.
20 Jan 2016, 12:39 PM
#8
avatar of ferwiner
Donator 11

Posts: 2885

As far as I remember pzfusi nade was changed few patches ago and now does same damage as all the other at nades. Also never had problems with using us nade or seeing the animation, its pretty obvious. Cant say anything about ukf nade becouse I dont own the commander.
20 Jan 2016, 13:19 PM
#9
avatar of MoerserKarL
Donator 22

Posts: 1108

cuddle said that the ukf AT nades, does less damage then the other ones and they are supposed to do less damage. :luvDerp:

About the usf at grenade, if they remove the pudding minimum range it would make everythink much easier.
20 Jan 2016, 13:50 PM
#10
avatar of Kozokus

Posts: 301

jump backJump back to quoted post20 Jan 2016, 10:22 AMKatitof
Actually, the worst one is UKF doctrinal AT nade, which does too little dmg to even engine crit lights.


The trick is to shoot one or two voley in the tank's ass before launching the grenade, so the crit happen. Annoying thing you need to know.

Kozo.
20 Jan 2016, 13:52 PM
#11
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

I completely agree. Remove the minimum range and add a decent animation.
20 Jan 2016, 13:59 PM
#12
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

The lack of animation looks horrendous, maybe they just clone the Soviet AT Grenade Animation, likewise with the Panzer Fusilieer.

The huge delay also then creates silly looking effects where the tank has driven really far away but the nade projectile follows it all the way around corners and through terrain.
20 Jan 2016, 14:55 PM
#13
avatar of The amazing Chandler

Posts: 1355

The lack of animation looks horrendous, maybe they just clone the Soviet AT Grenade Animation, likewise with the Panzer Fusilieer.

The huge delay also then creates silly looking effects where the tank has driven really far away but the nade projectile follows it all the way around corners and through terrain.


This!
20 Jan 2016, 15:10 PM
#14
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Oh how many times I've been reversing a Kubel and thinking "Whew got out of there in time!" only to see a tiny cruise missile come down the road after it.

The minimum range is indeed very annoying, at times it feels borderline abusive when a player who knows what they are doing will push your squad around to prevent it.
20 Jan 2016, 15:11 PM
#15
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

They should add the same gren rifle nade animation to the USF. He drops to his knee to line up the shot or something. Honestly I think the rest of the at nade is fine, USF isn't exactly struggling against light vehicles in the meta.
21 Jan 2016, 02:12 AM
#16
avatar of Pancake Areolas

Posts: 230

Permanently Banned
I think they buffed pfussilier AT nades. Though it still has minimum range, which is shit. Dunno if USF still has that.
21 Jan 2016, 02:30 AM
#17
avatar of What Doth Life?!
Patrion 27

Posts: 1664

jump backJump back to quoted post20 Jan 2016, 10:49 AMMyself
Actually there is an animation one of the solider will point his rifle towards the sky before firing the At rifle grenade...

It is about as bad as the PanzerFusilier one. The minimum range should be removed in both...vehicles are to fast can easily move within minimum range and thus cancel the grenade...


+1

Minimum range on the AT nades detracts from the game rather than adding to it.
21 Jan 2016, 02:31 AM
#18
avatar of Skabinsk

Posts: 238

they wont do it but just give USF sticky nades and no minimum range.
21 Jan 2016, 02:51 AM
#19
avatar of Mittens
Donator 11

Posts: 1276

I think the worse thing about the USF at nade is its min range. Also like Katitof pointed out the UKF one is just pure garbage.
21 Jan 2016, 03:45 AM
#20
avatar of MarkedRaptor

Posts: 320

SHOOT IT SHOOT IT SHOOT IT SHOOT IT (Model dies) !@#!@

Sums up the USF AT nade.
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