General Information
Last Visit Time: 24 Feb 2025, 04:05 AM
Broadcast: https://www.twitch.tv/Kpen97
Steam: 76561198139553955
Residence: Australia
Nationality: Australia
Timezone: Australia/Adelaide
Game Name: Kpen97
maybe you should watch the engagements your units are in; so they don't get burnt alive by the incendiary grenade, all grenades have a key animation when they are thrown e.g USF rifleman thrown nade like a grid iron ball or they make a distinctive sound e.g g-nade from grenadiers. Its important to keep an eye on engagements to look or hear for cues that prompt you to doge inbound nades.
Incendiary grenades are far too powerful in its current state.
No fuse time very hard to dodge compared to other grenades when you are not paying attention
No cooldown between the Incendiary grenades and Infiltration grenades. Can easily throw a follow up. If a OKW player throws Infiltration grenades and you get out of a building, as soon as you get out and get back in he follows up with a incendiary grenade...
Incendiary grenades can easily inhibit your opponent from getting inside buildings, building slowly burns over time basically rendering the building complete useless. You cannot occupy building without losing health. The burn time duration is way too long.
First 1v1 victory as UKF, stole a panzer 4, insane damage from mortar and 17 pounder at emplacement. The command tank ability from the royal engineers commander might be OP.
there's a bug with it that makes it even more OP, the searchlight will stop scanning but only scan the one spot like a motion sensor. This unit is not over powered, the unit is only good as the people who are using it.