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Author Topic: nades  (Read 3632 times)
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CafeMilani Offline
Aloha
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Posts: 2994



« on: June 28, 2009, 03:27:22 pm »

ami nades 30mun, 90 damage
wehr nades 25mun, 45damage

fair or not?
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #1 on: June 28, 2009, 03:32:49 pm »

Wher Grenades can also be thrown farther then American Nades and plus there at least 1 or 2 T1 doctrine ability of the axis to give another Grenade.

Not to mention that most American Units (Airborne) Don't have that high of a health per man compared to the Axis Infantry.
« Last Edit: June 28, 2009, 03:39:28 pm by CommanderHolt » Logged
CafeMilani Offline
Aloha
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Posts: 2994



« Reply #2 on: June 28, 2009, 03:39:28 pm »

im talking about the nades, not the units they are thrown at. volks also have 55mp.
ami elite inf has more hp and better armor too.
and btw, who uses wehr nades atm? mysthalin do you use them? why not? smokaz you? why not? gamesguy, elitegren, why not?
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Freek Offline
EIR Veteran
Posts: 218


« Reply #3 on: June 28, 2009, 03:45:05 pm »

im talking about the nades, not the units they are thrown at. volks also have 55mp.
ami elite inf has more hp and better armor too.
and btw, who uses wehr nades atm? mysthalin do you use them? why not? smokaz you? why not? gamesguy, elitegren, why not?

Ranger nades cost 40mu on top of any other upgrades they may have.
Axis have bundle nades & assault nades which absolutely destroy multiple units.  

But if you mean rifleman nades, they have a shorter range, which allows the MG/LMG gren to tear them apart if they're not careful.  

Besides, most of the time, allied stuff costs less than axis but is also worse.  The pineapple nade one of the few things allies have that is actually better than its axis 'equivalent'.  But it also costs more, go figure.

And aloha, aren't you banned from these discussions?
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #4 on: June 28, 2009, 03:49:23 pm »

im talking about normal nades not bundles or other shit

then pls give grens exactly the same nade, same range, same dmg, same price
why not?

no im banned from balance discussion but i dont post much anymore anyways
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #5 on: June 28, 2009, 03:51:31 pm »

He is only banned from the Balance Forums. He just post it here circumvent it.

Grenadier Grenades have longer throwing range and 2 out of 3 Axis Doctrine have the T1 ability to give one more Grenade.

Rifleman Grenades are stronger, but they have shorter throwing range. Grenades are useless if you can't deliver it to the target.
« Last Edit: June 28, 2009, 03:53:12 pm by CommanderHolt » Logged
Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #6 on: June 28, 2009, 03:57:07 pm »

Commando nades are 30 munis, have a fair range if thrown properly can take out a hmg in one go. which is uaslly the case for me Cheesy
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #7 on: June 28, 2009, 03:57:40 pm »

http://forums.europeinruins.com/index.php?topic=10137.0 ===========> aka don't waste time posting here because he's just being... special like always.
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Hicks359
Guest
« Reply #8 on: June 28, 2009, 04:23:59 pm »

Commando nades are 30 munis, have a fair range if thrown properly can take out a hmg in one go. which is uaslly the case for me Cheesy

You got some bargain going on with nades i dont know about?

My Commando Grenades are still 40 munitions a pop.
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #9 on: June 28, 2009, 04:25:09 pm »

Yeah commando nades have the range of grenadier grenades, and the damage of pineapples.
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i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
CafeMilani Offline
Aloha
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Posts: 2994



« Reply #10 on: June 28, 2009, 04:35:25 pm »

http://forums.europeinruins.com/index.php?topic=10137.0 ===========> aka don't waste time posting here because he's just being... special like always.

cool, i didnt see this post yet. nice to see devs wasting their time for me instead of doing some other, more important things..

and this is posted in related discussion...devs can move it to balance discussion, i dont care

fact is that no decent wehr player uses these shitty wehr nades.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #11 on: June 28, 2009, 04:40:20 pm »

I agree...Wehrmacht nade is like waste of muni, rather buy medkits and hold as long as possible.

Wehr's potatosmasher doesn't even smash potatoes
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GarnierMcGarvey Offline
Community Mapper
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Posts: 80


« Reply #12 on: June 28, 2009, 05:35:12 pm »

I don't buy nades.  I used to get a few, but I'd usually be unable to use them during the battle (the squad would get chewed up before it was close enough, or I would just forget) and when they did blow up, they'd never kill more than 1 or 2 guys, often kill 0 and be mostly a waste.

Nades are good in vCoh because you can only pay for them when you find the perfect situations to use them in, like a mob of 3 volks, or a bunch of units around an MG.
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #13 on: June 28, 2009, 05:59:45 pm »

Gren grenades are terrible.
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Quote from: Phil
The MOD is over. The war is over. We're too lazy to restart it. You can all go fuck pickles mom, I hear she's easy.
gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #14 on: June 28, 2009, 07:03:37 pm »

ami nades 30mun, 90 damage
wehr nades 25mun, 45damage

fair or not?

Aloha is a liar.

American nades do 60 damage.
http://coh-stats.com/Weapon:Mk2_Grenade

Wehr nade does 40 damage.
http://coh-stats.com/Weapon:M24_Grenade
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HeartBreakOne88 Offline
EIR Veteran
Posts: 83


« Reply #15 on: June 28, 2009, 07:32:35 pm »

wher nades have longer range i think
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #16 on: June 28, 2009, 08:04:22 pm »

It's designed that way because axis squads generally have more HP then riflemen.

Hence is why axis grenades do less damage, because the men grenadiers get to throw them at are as tough as a wet noodle and do not require a super grenade to maul the squad provided it isnt overthrown.
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