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okw infiltration grenade

29 Oct 2016, 06:46 AM
#1
avatar of burakui

Posts: 34

it seems to me that this has been glitched for a while. clicking throw and canceling makes it impossible to throw without waiting for the recharge out of combat.
30 Oct 2016, 11:44 AM
#2
avatar of Finndeed
Strategist Badge

Posts: 612 | Subs: 1

yeah when the grenades get cancelled for any reason the recharge resets even if the unit didn't throw them. I think it also gobbles up the muni regardless. However they are so cheap and pretty op so its low on my priority list.
30 Oct 2016, 12:01 PM
#3
avatar of dreamerdude
Benefactor 392

Posts: 374

grenades been bugged like this since release. it's just a way of life.
30 Oct 2016, 13:02 PM
#4
avatar of Sinister

Posts: 96 | Subs: 1

Wondering if they are aware of this one at all since this bug is there forever, its quite annoying especially because they r doctrinal, anyway u cant rely on the nades.
30 Oct 2016, 14:03 PM
#5
avatar of ferwiner
Donator 11

Posts: 2885

Why exactly do you guys think its a bug? All barrage type abilities in game work the same way - the cost is payed and the cooldown reset at the start of ability. If you cancel before it starts you pay nothing and there is no cooldown, if you cancel after it starts there is no payback. It doesn't really matter if, and how many granades have been thrown or shells fired, why should it?
31 Oct 2016, 15:35 PM
#6
avatar of Imagelessbean

Posts: 1585 | Subs: 1

This was changed to function exactly as you have described the "bug". Originally it would cancel and the timer would not reset so it became a game whenever you approached volks they would just throw and cancel the attack forcing other units to move. This was entirely unfair and against the goal of the ability which was a cheap but powerful barrage that could be used especially against buildings and static units.
31 Oct 2016, 16:09 PM
#7
avatar of Dangerous-Cloth

Posts: 2066

This was changed to function exactly as you have described the "bug". Originally it would cancel and the timer would not reset so it became a game whenever you approached volks they would just throw and cancel the attack forcing other units to move. This was entirely unfair and against the goal of the ability which was a cheap but powerful barrage that could be used especially against buildings and static units.


So all other nades being able to do this is fine but Okw infiltration nade not because?
31 Oct 2016, 16:45 PM
#8
avatar of Imagelessbean

Posts: 1585 | Subs: 1



So all other nades being able to do this is fine but Okw infiltration nade not because?


That is correct. All other nades have fairly significant costs and produce a predictable single entity. Volks nades were extremely cheap, and are thrown over a wide area making them very hard to judge, and therefore require movement immediately upon siting to get out of their blast.

Just telling you what they said in the patch notes when they made this change.
1 Nov 2016, 00:00 AM
#9
avatar of Dangerous-Cloth

Posts: 2066



That is correct. All other nades have fairly significant costs and produce a predictable single entity. Volks nades were extremely cheap, and are thrown over a wide area making them very hard to judge, and therefore require movement immediately upon siting to get out of their blast.

Just telling you what they said in the patch notes when they made this change.


Thanks!
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