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SBP Change Notes

18 May 2018, 06:44 AM
#21
avatar of Esxile

Posts: 3602 | Subs: 1

Anyway, in the new patch the flamnade is tied to the first Supply truck so no more flamnade at 2 minute mark. Maybe USF will be allowed to win the first engagement now.
18 May 2018, 07:51 AM
#22
avatar of Vipper

Posts: 13496 | Subs: 1

Making OKW grenades and Faust require a setup truck is simply wrong. It makes tech time map depended and gives one more reason for OKW truck to be built inside base turning them into normal buildings.

There is little reason not to turn these things into side grades.

In addition and imo all anti garrison weapon should be moved to specialized infantry and not mainline infantry.
18 May 2018, 08:00 AM
#23
avatar of CartoonVillain

Posts: 474

jump backJump back to quoted post18 May 2018, 06:44 AMEsxile
Anyway, in the new patch the flamnade is tied to the first Supply truck so no more flamnade at 2 minute mark.


Did you test this in game? Because the final patch notes don't mention that.
18 May 2018, 08:04 AM
#24
avatar of thedarkarmadillo

Posts: 5279



Did you test this in game? Because the final patch notes don't mention that.

The untested patch is loaded with things that aren't in the patch notes
18 May 2018, 08:10 AM
#25
avatar of CartoonVillain

Posts: 474


The untested patch is loaded with things that aren't in the patch notes


I have read Cruzz's thread and he says that the nade is not tied to the first truck being set up which is consistent with the final notes. No idea why he mentioned that as a ninja change, unless he meant that it is tied to the truck setup? I'm really confused.
18 May 2018, 08:25 AM
#26
avatar of Esxile

Posts: 3602 | Subs: 1



I have read Cruzz's thread and he says that the nade is not tied to the first truck being set up which is consistent with the final notes. No idea why he mentioned that as a ninja change, unless he meant that it is tied to the truck setup? I'm really confused.


I never said it was tied to the truck being setup, but tied to the first truck. Final patch note said nothing about it but before the patch, flamnade was tied to nothing, as soon as you had the muni, you could use them.
18 May 2018, 08:33 AM
#27
avatar of CartoonVillain

Posts: 474

jump backJump back to quoted post18 May 2018, 08:25 AMEsxile


I never said it was tied to the truck being setup, but tied to the first truck. Final patch note said nothing about it but before the patch, flamnade was tied to nothing, as soon as you had the muni, you could use them.


Ahh now I understand. I don't remember it not being tied to buying the first truck, even though I play OKW mostly. Ooops.
A_E
18 May 2018, 10:08 AM
#28
avatar of A_E
Lead Caster Badge
Donator 11

Posts: 2439 | Subs: 6



+1

In my personal "worst design in coh2 history" list, volksgrenadier flame nade is up there with flamethrower riflemen and snipers in m3s. And honestly, it doesn't really matter if okw needs a truck to get them or not. This ability should not be there in the first place, no matter the timing.


Oh come on, they do not make that list surely!?
18 May 2018, 18:23 PM
#29
avatar of Alphrum

Posts: 808

lol if flame nades is locked behind the truck, what the fk is OKW suppose to against a building early game? every faction has some sort of counter to it. And its really funny about people crying about it being used as a cover denier, but you dont see them crying about Molotovs which do the same god damn thing, double standards at its finest
18 May 2018, 18:26 PM
#30
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post18 May 2018, 18:23 PMAlphrum
lol if flame nades is locked behind the truck, what the fk is OKW suppose to against a building early game? every faction has some sort of counter to it. And its really funny about people crying about it being used as a cover denier, but you dont see them crying about Molotovs which do the same god damn thing, double standards at its finest

The same thing brits do for example.
Wait until you have a counter in 5th minute.
18 May 2018, 18:55 PM
#31
avatar of Alphrum

Posts: 808

jump backJump back to quoted post18 May 2018, 18:26 PMKatitof

The same thing brits do for example.
Wait until you have a counter in 5th minute.


brits have a t0 mg and can tech nades


why not just replace flame nades with a normal model 24 grenade and move flame nades to sturms or something
18 May 2018, 19:13 PM
#32
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

jump backJump back to quoted post18 May 2018, 06:14 AMEsxile


Actually USF is a massive joke vs OKW flamnade. USF pickup an important building before you, just throw a flamnade, USF pick a cover before them, just throw a flamnade and rush with your SP.


? USF is probably THE BEST faction against the flamenade. Volks throws flamenade? rush the damn volks with your better at close quaters rifles. Not to even mention their better than all other base infantry moving accuracy modifier.
18 May 2018, 22:02 PM
#33
avatar of Sedghammer

Posts: 179

They should have kept panzergrenadier smoke grenade.
18 May 2018, 22:20 PM
#34
avatar of Kurfürst

Posts: 144

So basically they reverted all the needed allied nerfs like su76 spam due to high pen and kept the Jackson where it was with a token nerf.

Then nerfed the StuG, the Panther, the wehr mortar to the ground and kept the 222 back where it was a useless unit.

Then buffed the usf indirect fire, just in case.

Mr smokescreen and co were true to his history or so it seems.
18 May 2018, 23:54 PM
#35
avatar of swordfisch

Posts: 138

So basically they reverted all the needed allied nerfs


Brens, Vickers K, Support HT, Wasp and centaur had their balls cut off this patch so not really.
19 May 2018, 00:10 AM
#36
avatar of thedarkarmadillo

Posts: 5279

Su76 pen nerf was going to be such a good change stupid that they would accept status quo THERE but change the many year long sniper..
19 May 2018, 05:23 AM
#37
avatar of Rocket

Posts: 728

jump backJump back to quoted post18 May 2018, 06:14 AMEsxile


Actually USF is a massive joke vs OKW flamnade. USF pickup an important building before you, just throw a flamnade, USF pick a cover before them, just throw a flamnade and rush with your SP.


Wrong RE can but not really all infantry moves at the same pace no reason why usf gets there fist depending on map sturms dont have to build shit. They also win hands down vs Re in buildings if you have basic micro. Try getting a fukin volk squad out of a house as usf, they will out shoot rifles on most scenarios even when rifles are in there awkward “premium mid range”. Why your kubel is capping the rest of the map at super speed. Its a joke. Hardly a visible wind up like scripts throwing the flame nade and even when you see the animation your bumble footed rifles trip over each other before it at least does it initial hp dmg. Honestly play double okw and you and your partner make 4x volks and spam lava nades with a brain there is nothing usf can do about it other than lose every opening engagement
19 May 2018, 05:26 AM
#38
avatar of Rocket

Posts: 728



? USF is probably THE BEST faction against the flamenade. Volks throws flamenade? rush the damn volks with your better at close quaters rifles. Not to even mention their better than all other base infantry moving accuracy modifier.


How did you not lose at least one rifle model doing that lmao?? It happens every time closing in with usf if not even 2 models

Edit also you put yourself in jeporday rushing them and have to retreat as retreating back through the lava nade with axis better far distance sniping and allied overall worse recieved accuaracy modifiers
19 May 2018, 05:29 AM
#39
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post18 May 2018, 18:23 PMAlphrum
lol if flame nades is locked behind the truck, what the fk is OKW suppose to against a building early game? every faction has some sort of counter to it. And its really funny about people crying about it being used as a cover denier, but you dont see them crying about Molotovs which do the same god damn thing, double standards at its finest

Does someone really have to explain why you can’t compare Molotovs to flamenades?

It’s like saying what’s the difference between mp40s and stg44s? They both shoot bullets kinda fast so they must be the same.
19 May 2018, 05:47 AM
#40
avatar of Rocket

Posts: 728

jump backJump back to quoted post19 May 2018, 05:23 AMRocket


Wrong RE can but not really all infantry moves at the same pace no reason why usf gets there fist depending on map sturms dont have to build shit. They also win hands down vs Re in buildings if you have basic micro. Try getting a fukin volk squad out of a house as usf, they will out shoot rifles on most scenarios even when rifles are in there awkward “premium mid range”. Why your kubel is capping the rest of the map at super speed. Its a joke. Hardly a visible wind up like scripts throwing the flame nade and even when you see the animation your bumble footed rifles trip over each other before it at least does it initial hp dmg. Honestly play double okw and you and your partner make 4x volks and spam lava nades with a brain there is nothing usf can do about it other than lose every opening engagement


My bad exaile i thought you were defending flame nade sorry ive been drinkin
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