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Axis incendiary grenades

27 Oct 2015, 05:14 AM
#41
avatar of Speculator

Posts: 157

jump backJump back to quoted post27 Oct 2015, 03:03 AMZyllen


At that point SU should also pay for oorah and merge.


40fuel to upgrade the ABILITY to use molotov and AT nade...and now you want to make Sov faction pay for their utility abilities? Wow...
27 Oct 2015, 09:17 AM
#42
avatar of Maschinengewehr

Posts: 334



Yes, that is exactly what I meant.


Meaning there is no sidegrade cost to use them, unlike their Allied counterparts...
27 Oct 2015, 09:18 AM
#43
avatar of Maschinengewehr

Posts: 334



As far as I understand (please somebody correct me when I say now total bullshit, because I'm not too sure about it):
Before you had damage coming in this intervall: 0.5 sec 1 sec 1.5 sec 2 sec 2.5 sec. etc..
Now its like this: 1.25 sec 2.5 sec 3.75 sec 5 sec
So instead of 5 dot ticks you will have 2 dot ticks after 2.5 seconds. That's a severe damage nerf ~60 %. Radius really doesn't matter that much once you micro your units out of the flames.


And what about the damage on impact they have? Now with a larger radius? I don't think molotovs have damage on impact do they?
27 Oct 2015, 10:05 AM
#44
avatar of AngryKitten465

Posts: 473

Permanently Banned


Meaning there is no sidegrade cost to use them, unlike their Allied counterparts...


there is, 15 more muni every time you use it. They do the same damage.
27 Oct 2015, 10:06 AM
#45
avatar of AchtAchter

Posts: 1604 | Subs: 3



And what about the damage on impact they have? Now with a larger radius? I don't think molotovs have damage on impact do they?


Molotovs and Incendiary Nades do both 10 damage on impact. Their main damage comes from the dot, which is now nerfed.
27 Oct 2015, 10:25 AM
#46
avatar of Trubbbel

Posts: 721

radius even wider Kappa. Yesterday I've throwed a flame nade into the retreat path of 5 squads. All went down into the fire Kappa

Yesterday I exploit-played out of anger hurling firedoom molotovs right and left, even grens died like flies.

I'll take a break until the 29th now. Molotovs against leIG war is just building disgust feelings in me.
27 Oct 2015, 10:34 AM
#47
avatar of Katitof

Posts: 17875 | Subs: 8



there is, 15 more muni every time you use it. They do the same damage.

That is the price for instant throw and much longer range, allowing you to frontally YOLO any MG that isn't in garrison without casualties.
27 Oct 2015, 11:20 AM
#48
avatar of samich

Posts: 205

The only thing that really gets to me about inc. grenades is the one shot on fighting positions.
27 Oct 2015, 12:31 PM
#49
avatar of Appleseed

Posts: 622



there is, 15 more muni every time you use it. They do the same damage.


it is not 15 more mu, it is 30 more mu as OKW have mu 33% income penalty, if 30 mu translate into ally mu it is 45. which is 3 times price of molotov
27 Oct 2015, 12:33 PM
#50
avatar of Appleseed

Posts: 622

jump backJump back to quoted post27 Oct 2015, 11:20 AMsamich
The only thing that really gets to me about inc. grenades is the one shot on fighting positions.


so is Molotov to bunkers, both dot damage need to be look at and nerf.
27 Oct 2015, 12:45 PM
#51
avatar of Katitof

Posts: 17875 | Subs: 8



it is not 15 more mu, it is 30 more mu as OKW have mu 33% income penalty, if 30 mu translate into ally mu it is 45. which is 3 times price of molotov

No, they don't.
Its 0.8 muni income.
27 Oct 2015, 13:10 PM
#52
avatar of AngryKitten465

Posts: 473

Permanently Banned
jump backJump back to quoted post27 Oct 2015, 12:45 PMKatitof

No, they don't.
Its 0.8 muni income.


Fine 18 muni more it is. Like I said, the throwing animation needs a longer duration and the initial impact should not do damage. Relic y :foreveralone:
27 Oct 2015, 13:23 PM
#53
avatar of samich

Posts: 205



so is Molotov to bunkers, both dot damage need to be look at and nerf.


Really? If thats the case then yeah..equally stupid
27 Oct 2015, 13:45 PM
#54
avatar of Bananenheld

Posts: 1593 | Subs: 1

jump backJump back to quoted post27 Oct 2015, 13:23 PMsamich


Really? If thats the case then yeah..equally stupid

it brings the bunker almost down, with a sliver of health. and it only costs 15munis and you cant brace it like brits. relic doenst want sim citys to be viable and thats a good thing. a well placed emplacement with good support is strong. if you wanna build it somewhere near your cutoff and leave it alone it will die.period.
27 Oct 2015, 14:07 PM
#55
avatar of samich

Posts: 205


it brings the bunker almost down, with a sliver of health. and it only costs 15munis and you cant brace it like brits. relic doenst want sim citys to be viable and thats a good thing. a well placed emplacement with good support is strong. if you wanna build it somewhere near your cutoff and leave it alone it will die.period.


Lol settle down mate. Perhaps they should make it so if I give them a cold hard stare they'll fall over, we wouldn't want sim city to be in any way functional.

Also the fighting position is a USF structure... just sayin'
27 Oct 2015, 17:29 PM
#56
avatar of Iron Emperor

Posts: 1653

28 Oct 2015, 07:09 AM
#57
avatar of Maschinengewehr

Posts: 334



there is, 15 more muni every time you use it. They do the same damage.


Sidegrade, "SIDEGRADE". They're included in tech, which the cost of is conveniently included in OKW's starting resources (40 fuel). Molos have a sidegrade cost to unlock at HQ (can't remember how much) which is independent of teching.

But yeah, longer throw time and nil/less damage on impact would be good for both.

Edit: Longer throw time on the incendiary nade, not the molotov lol.
28 Oct 2015, 08:01 AM
#58
avatar of Iron Emperor

Posts: 1653



Sidegrade, "SIDEGRADE". They're included in tech, which the cost of is conveniently included in OKW's starting resources (40 fuel). Molos have a sidegrade cost to unlock at HQ (can't remember how much) which is independent of teching.

But yeah, longer throw time and nil/less damage on impact would be good for both.

Edit: Longer throw time on the incendiary nade, not the molotov lol.


The damage on the impact is fine, the throwing time is just too short to have a good reaction on them, which means you will lose atleast 3 models. Also I never hear grenade on impact when playing allies.
28 Oct 2015, 10:23 AM
#59
avatar of AngryKitten465

Posts: 473

Permanently Banned


Sidegrade, "SIDEGRADE". They're included in tech, which the cost of is conveniently included in OKW's starting resources (40 fuel). Molos have a sidegrade cost to unlock at HQ (can't remember how much) which is independent of teching.

But yeah, longer throw time and nil/less damage on impact would be good for both.

Edit: Longer throw time on the incendiary nade, not the molotov lol.


15 fuel for a faction that isn't fuel starved :foreveralone:
28 Oct 2015, 10:28 AM
#60
avatar of Maschinengewehr

Posts: 334



15 fuel for a faction that isn't fuel starved :foreveralone:


Well it's not free is it? :foreveralone:
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