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How about separate the smoke grenade from grenade upgrade

9 Sep 2018, 04:15 AM
#1
avatar of MakiesKurisu

Posts: 130

As rifles no longer get asses to smoke grenade, and USF now performs not well in the early game due to the number shortage of combat units, How about separate the smoke grenade from grenade upgrade and lower the cost, so that rifles could get their grenades earlier and more capable to win a 1v1 inf contact then make a breakthrough. Also, because smoke grenade now can only be launched by RE and officers, smokes are less useful in early games. Therefore, grenade and smokes become usefull in different period of the game. I think it's resonable to split this upgrade into two.
What do u think?
9 Sep 2018, 04:34 AM
#2
avatar of LeOverlord

Posts: 310

Maybe REs and Officers can have it by default, but Riflemen should not have them back, because it will break the game of Wehrmacht
9 Sep 2018, 05:23 AM
#3
avatar of MakiesKurisu

Posts: 130

Maybe REs and Officers can have it by default, but Riflemen should not have them back, because it will break the game of Wehrmacht

never meant to get back, grenade only at lower price
9 Sep 2018, 06:18 AM
#4
avatar of TheGentlemenTroll

Posts: 1044 | Subs: 1


never meant to get back, grenade only at lower price


The USF grenade side tech 100% needs a price reduction, its way too much right now to justify getting until maybe later game when u have some extra resource float.
9 Sep 2018, 06:58 AM
#5
avatar of LeOverlord

Posts: 310



The USF grenade side tech 100% needs a price reduction, its way too much right now to justify getting until maybe later game when u have some extra resource float.


IIRC, it's 150 mp and 25 fuel to get grenades as USF? And 200 mp and 15 fuel for weapon racks?
9 Sep 2018, 07:08 AM
#6
avatar of TheGentlemenTroll

Posts: 1044 | Subs: 1



IIRC, it's 150 mp and 25 fuel to get grenades as USF? And 200 mp and 15 fuel for weapon racks?


Ya that sounds right, Grenades should be like 150 + 15-20 fuel. They nerfed it when they removed rifle smokes but never changed the price to reflect it.
9 Sep 2018, 07:30 AM
#7
avatar of LeOverlord

Posts: 310



Ya that sounds right, Grenades should be like 150 + 15-20 fuel. They nerfed it when they removed rifle smokes but never changed the price to reflect it.


I start wondering why a grenade costs more than a weapon -_-
9 Sep 2018, 08:00 AM
#8
avatar of TheGentlemenTroll

Posts: 1044 | Subs: 1



I start wondering why a grenade costs more than a weapon -_-


One arguement could be that the weapon racks require another 60-120 muni to actually do anything while grenades are usable immediately.

Still weapon racks are 100000x better than usf grenades, especially since bars are great while grenades are no so great.
9 Sep 2018, 08:15 AM
#9
avatar of LeOverlord

Posts: 310



One arguement could be that the weapon racks require another 60-120 muni to actually do anything while grenades are usable immediately.

Still weapon racks are 100000x better than usf grenades, especially since bars are great while grenades are no so great.


USF grenades are a little bit inconsistent (compared to other factions), but when RNG decides to do that wipe, you say "it was worth the munitions"
9 Sep 2018, 12:50 PM
#10
avatar of Lago

Posts: 3260

For Rear Echelon Troops, yes.

I'd probably either leave it locked for Officers or remove it from those units entirely.
9 Sep 2018, 17:31 PM
#11
avatar of mondeogaming1

Posts: 464

sligly cost reduced and its fine
9 Sep 2018, 17:36 PM
#12
avatar of Mr.Flush

Posts: 450

The high munition price of bars makes it hard to use grenades. The time to upgrade and price mean early grenade tech is suicide. If you try going early grenades, you will be swarmed by infantry.
9 Sep 2018, 21:24 PM
#13
avatar of Storm Elite

Posts: 246

The high munition price of bars makes it hard to use grenades. The time to upgrade and price mean early grenade tech is suicide. If you try going early grenades, you will be swarmed by infantry.


Welcome to Ostheer, where building a healing bunker and/or resource cache means the exact same thing, making for a suicidal choice unless you're already ahead.

It's absurd just how much munitions OKW and Soviets float pretty much at all times in every match, while Ostheer is ALWAYS starved for Munitions.

If USF has finally joined the club (whether regarding manpower or munitions), maybe someone will actually take a look at resource income/consumption disparities between factions after years of such problems?
9 Sep 2018, 21:37 PM
#14
avatar of aerafield

Posts: 2981 | Subs: 3



Welcome to Ostheer, where building a healing bunker and/or resource cache means the exact same thing, making for a suicidal choice unless you're already ahead.

It's absurd just how much munitions OKW and Soviets float pretty much at all times in every match, while Ostheer is ALWAYS starved for Munitions.

If USF has finally joined the club (whether regarding manpower or munitions), maybe someone will actually take a look at resource income/consumption disparities between factions after years of such problems?


What game are you playing? :loco: There is no need at all to upgrade grens if you have 1-2 HMG42 and use them well. What on earth are you investing all your munitions in?? Nooby rifle nades?

A healing bunker, maybe 1-2 tellers, a few nades and fausts, and maybe a flamer upgrade for 251 or pioneer if it's an urban map... that's literally all the mun investments you need in the first 20 minutes of the game (and it's exactly what most good Ostheer players do). Waiting with the lmg42 upgrade until the grens are vet 2 or 3 is much much better.



9 Sep 2018, 22:08 PM
#15
avatar of Storm Elite

Posts: 246


Nooby rifle nades?


Good luck ever defeating Allied infantry units (2x survivability, 2x damage compared to Ostheer) without using a rifle nade in almost every engagement.

And good luck leaving your base against the early vehicles every single Allied player now fields without using 120+ munitions on Panzerfausts to take it down.

Ostheer has never and continues to not have any spare munitions throughout the entire match, and due to the inherent flaws of four-man squads (instantly losing their first model in every engagement), is starved for manpower as well.
9 Sep 2018, 22:27 PM
#16
avatar of Mittens
Donator 11

Posts: 1276



The USF grenade side tech 100% needs a price reduction, its way too much right now to justify getting until maybe later game when u have some extra resource float.



That 25 fuel cost rly sets the already late teching back a fair amount, I would have to agree.
9 Sep 2018, 23:15 PM
#17
avatar of Katitof

Posts: 17884 | Subs: 8



Welcome to Ostheer, where building a healing bunker and/or resource cache means the exact same thing, making for a suicidal choice unless you're already ahead.

It's absurd just how much munitions OKW and Soviets float pretty much at all times in every match, while Ostheer is ALWAYS starved for Munitions.

If USF has finally joined the club (whether regarding manpower or munitions), maybe someone will actually take a look at resource income/consumption disparities between factions after years of such problems?


You either haven't played soviets for over a year or play extremely inefficiently if you believe they float any munis before 30th minute.

9 Sep 2018, 23:34 PM
#18
avatar of LoopDloop

Posts: 3053

It'd be nice if smoke was free, but that would put ostheer's early game in a hole because mg's would be easily counterable too early IMO. Maybe if it was locked behind the first officer it would be a little fairer. Seems dumb to have to tech for half the perennial answer to USF's problems (smoke and flank).
9 Sep 2018, 23:49 PM
#19
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1



Good luck ever defeating Allied infantry units (2x survivability, 2x damage compared to Ostheer) without using a rifle nade in almost every engagement.

And good luck leaving your base against the early vehicles every single Allied player now fields without using 120+ munitions on Panzerfausts to take it down.

Ostheer has never and continues to not have any spare munitions throughout the entire match, and due to the inherent flaws of four-man squads (instantly losing their first model in every engagement), is starved for manpower as well.



Hyperbole can only go so far before it stops being funny.
10 Sep 2018, 02:25 AM
#20
avatar of Mr.Flush

Posts: 450



Welcome to Ostheer, where building a healing bunker and/or resource cache means the exact same thing, making for a suicidal choice unless you're already ahead.

It's absurd just how much munitions OKW and Soviets float pretty much at all times in every match, while Ostheer is ALWAYS starved for Munitions.

If USF has finally joined the club (whether regarding manpower or munitions), maybe someone will actually take a look at resource income/consumption disparities between factions after years of such problems?


It would be suicide not to get a med bunker as Ostheer. Early caching is also suicide. USF has always been starved for munis. Ostheer to some degree too.

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