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Infiltration nades vs molotov

12 Sep 2019, 22:37 PM
#1
avatar of thedarkarmadillo

Posts: 5279

Hi all, was rereading the patch notes and something that stood out to me was the "doctrine ruining" nerf that infiltration nades got the bumped them up to 20 mu... That's the same price as a molotov. Doesn't that seem like an incredible oversight to anyone else?
12 Sep 2019, 22:55 PM
#2
avatar of Katitof

Posts: 17875 | Subs: 8

I thought infiltration nades cost was utter bullshit since day 1.
Long cooldown doesn't justify that in the slightest.
Ass grens nade assault is 45.
Infiltration nades being any less then that is just remnant of OKW snowflaking.
12 Sep 2019, 22:56 PM
#3
avatar of Stug life

Posts: 4474

remove cd make them 45
12 Sep 2019, 22:58 PM
#4
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

jump backJump back to quoted post12 Sep 2019, 22:55 PMKatitof

Ass grens nade assault is 45.
Infiltration nades being any less then that is just remnant of OKW snowflaking.

They cost 30 now.

I think increasing OKW infil nades to 30 muni is fine if we also cut the recharge time 1/4th to match assault grens.
12 Sep 2019, 22:59 PM
#5
avatar of Katitof

Posts: 17875 | Subs: 8


They cost 30 now.

That's still bullshit, considering they can throw 6 of them now.
12 Sep 2019, 23:00 PM
#6
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

jump backJump back to quoted post12 Sep 2019, 22:59 PMKatitof

That's still bullshit, considering they can throw 6 of them now.

Opinion duly noted.
12 Sep 2019, 23:18 PM
#7
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

Molotovs are also locked behind sidetech. Fair and balanced.
12 Sep 2019, 23:45 PM
#8
avatar of Mr. Someguy

Posts: 4928

If changing the gimmick is out of the question, then make infiltration grenades give high received accuracy / damage to the thrower. That way you have to use them in ambush (as intended) or risk heavy losses and reduced effect.
13 Sep 2019, 01:25 AM
#9
avatar of thedarkarmadillo

Posts: 5279

Just do we are clear, on a volks gren that's 4 mu per grenade.... I'm not sure any amount of cooldown is high enough to justify that price ESPECIALLY if the molotov, the worst throwable in the game is 20..
13 Sep 2019, 01:33 AM
#10
avatar of addvaluejack

Posts: 261

jump backJump back to quoted post12 Sep 2019, 22:59 PMKatitof

That's still bullshit, considering they can throw 6 of them now.


6? How could this be possible?
13 Sep 2019, 03:27 AM
#11
avatar of Serrith

Posts: 783

How do the stats on infiltration grenades compare to standard grenades? I always felt the individual infiltration grenades themselves were weaker but compensated by area saturation.
13 Sep 2019, 03:55 AM
#12
avatar of Support Sapper

Posts: 1220 | Subs: 1



6? How could this be possible?


Ass gren can be up to 6 man.
13 Sep 2019, 03:58 AM
#13
avatar of Mazianni

Posts: 784

The real question is why the Molotov is 20 munitions AND a side-tech

For real, is the oorah-molotov combo really so potent that it requires all that cost in front of it?
13 Sep 2019, 03:59 AM
#14
avatar of Support Sapper

Posts: 1220 | Subs: 1

UKF's nade have a 10 fuel side tech and cost 25 muni per use. I'm fully aware that infiltration nade is doctrinal and required special conditions to be use but 20 muni for 5 nade is quite cheap. Increased up to 25 will be OK.
13 Sep 2019, 04:04 AM
#15
avatar of thedarkarmadillo

Posts: 5279

UKF's nade have a 10 fuel side tech and cost 25 muni per use. I'm fully aware that infiltration nade is doctrinal and required special conditions to be use but 20 muni for 5 nade is quite cheap. Increased up to 25 will be OK.
if an increase from 15 to 20 was enough of a doctrine breaking change that they couldn't change the uncounterable recon Im afraid that 20 to 25 will require upgrading the KT to a maus...
13 Sep 2019, 04:14 AM
#16
avatar of Support Sapper

Posts: 1220 | Subs: 1

if an increase from 15 to 20 was enough of a doctrine breaking change that they couldn't change the uncounterable recon Im afraid that 20 to 25 will require upgrading the KT to a maus...


I was trying not to trigger any axis fan about changing spec op, but you speak it out, so, sure.

I'm actually dont care that much about infiltration nade but recon flare will always be abused.
13 Sep 2019, 04:18 AM
#17
avatar of Support Sapper

Posts: 1220 | Subs: 1

I remember someone said in the OKW thread that the changes to spec op was "too much" that if recon flare be touched, the whole doctrine will become trash.
13 Sep 2019, 06:37 AM
#18
avatar of Esxile

Posts: 3596 | Subs: 1


They cost 30 now.

I think increasing OKW infil nades to 30 muni is fine if we also cut the recharge time 1/4th to match assault grens.


And share CD with flamnade.
13 Sep 2019, 08:00 AM
#19
avatar of Sander93

Posts: 3166 | Subs: 6

Some things to keep in mind when comparing Infiltration Grenades to Molotovs (or any other stock grenades):

- they are a doctrinal ability that take up an entire slot by themselves. They are meant to be a very good and attractive choice;

- they have a significant animation delay before throwing compared to most other grenades (except vet 0 Molotov) that leaves the entire squad quite vulnerable to enemy fire (as they won't be able to return fire) and makes them quite easy to dodge when the enemy reacts on time.
13 Sep 2019, 08:46 AM
#20
avatar of Stug life

Posts: 4474

dont forget when u increase the price to make it like other nades and let them cancel mid animation, with no cost or cd activation
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