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Author Topic: Assault grenades  (Read 5944 times)
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Nug Offline
EIR Veteran
Posts: 394



« on: May 04, 2012, 03:17:54 am »

How are assault grenades now, haven't played with them yet after change.
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kwiatekkek Offline
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« Reply #1 on: May 04, 2012, 03:19:15 am »

http://forums.europeinruins.com/index.php?topic=23573.msg416125;topicseen#new
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Nug Offline
EIR Veteran
Posts: 394



« Reply #2 on: May 04, 2012, 03:19:45 am »

too bad Sad
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #3 on: May 04, 2012, 03:23:39 am »

well,they are 'fixed' by EiRR standards,meaning,no one uses them for a reason anymore. And,now you even have less reason to take Joint Ops,because main reason you took it before was cuz of ass nades 'buff' .
TBH. they can just take them out,and put something useful in instead(maybe that axis 'callie' )  Roll Eyes
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PonySlaystation Offline
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Posts: 4136



« Reply #4 on: May 04, 2012, 08:21:52 am »

I think they are still useful, maybe a bit expensive, but not bad.
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Tymathee Offline
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« Reply #5 on: May 04, 2012, 08:27:42 am »

they didn't nerf 'em, they fixed a bug that allowed it to keep throwing more nades than it was supposed to and also gave you more control.

Everytime a bug is fixed that was exploitable or "common" they call it nerfed.
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smurfORnot Offline
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« Reply #6 on: May 04, 2012, 08:30:59 am »

so why are they not used Tym,if they are cost effective? People tend to use stuff that's cost effective.
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tank130 Offline
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« Reply #7 on: May 04, 2012, 08:33:45 am »

so why are they not used Tym,if they are cost effective? People tend to use stuff that's cost effective.

Correction - many people will only use what is broken or imbalanced , then QQ when it gets fixed.
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Nug Offline
EIR Veteran
Posts: 394



« Reply #8 on: May 04, 2012, 08:36:39 am »

In vcoh they are still the same as they used to be on day 1, and no one is saying they are broken, even with all the stat  buffs etc.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #9 on: May 04, 2012, 08:40:16 am »

In vcoh they are still the same as they used to be on day 1, and no one is saying they are broken, even with all the stat  buffs etc.

In vCoH you could retreat to your base and break the chasing assault squad off. If they followed you, they followed you into your base MGs.
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panzerman Offline
EIR Veteran
Posts: 689


« Reply #10 on: May 04, 2012, 08:42:16 am »

Correction - many people will only use what is broken or imbalanced , then QQ when it gets fixed.

isn't this what we are meant to do? apart from the QQing
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #11 on: May 04, 2012, 08:43:13 am »

The only thing I see is this:

Try Inc Assault nades. It is better for 1 thing. None of the grenades have timers and it doesn't matter if they don't spread. They will instantly explode to cause damage. With Current assault nades the grenades fly to 1 single spot with 1 second timer. Easy to dodge, no possible way to catch anyone except those who are unaware. The spread should be larger to be fair. ALSO INCREASE THE RANGE. Currently if 1 guy cant throw no one can throw Also remove 'target squad' ability because if the squad moves and that 1 guy isn't in range assault throw cancels itself and they dont throw it but move 1 inch forward to retry it.

Otherwise its a great ability.

In short.

Increase throw range.
Increase Spread some more.
« Last Edit: May 04, 2012, 08:44:49 am by NightRain » Logged

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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #12 on: May 04, 2012, 08:59:25 am »

Correction - many people will only use what is broken or imbalanced , then QQ when it gets fixed.

so volks/grens/tigers/paks etc. etc. are all broken and imbalanced? hmmm,interesting  Roll Eyes
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #13 on: May 04, 2012, 09:30:22 am »

None of those are doctrine specific upgrades.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #14 on: May 04, 2012, 09:43:08 am »

why would it have to be upgrade?
No one used stummel after a 'fix' ,and he is not an upgrade...just to give you an example Wink
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Smokaz Offline
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Posts: 11418



« Reply #15 on: May 04, 2012, 09:51:15 am »

assault grenades vas very simple for axis to manage and run, dont you think smurf?
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Tymathee Offline
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Posts: 9741



« Reply #16 on: May 04, 2012, 09:56:15 am »

The only thing I see is this:

Try Inc Assault nades. It is better for 1 thing. None of the grenades have timers and it doesn't matter if they don't spread. They will instantly explode to cause damage. With Current assault nades the grenades fly to 1 single spot with 1 second timer. Easy to dodge, no possible way to catch anyone except those who are unaware. The spread should be larger to be fair. ALSO INCREASE THE RANGE. Currently if 1 guy cant throw no one can throw Also remove 'target squad' ability because if the squad moves and that 1 guy isn't in range assault throw cancels itself and they dont throw it but move 1 inch forward to retry it.

Otherwise its a great ability.

In short.

Increase throw range.
Increase Spread some more.

I'd suggest making a separate thread under balance suggestions to get PQ's attention better so the BT can look over it.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #17 on: May 04, 2012, 09:58:01 am »

it was only 'easy' when you had joint ops,without it it was rly not impossible to dodge,and make axis player just waste squads.
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Smokaz Offline
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Posts: 11418



« Reply #18 on: May 04, 2012, 10:03:46 am »

it was easy to do for the axis player without joint ops? u click 1 button and hell is unleashed for the other player. fire and forget?
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #19 on: May 04, 2012, 10:08:40 am »

yes,and everyone see's that you used it,so it's not impossible to keep moving back and kill squad who has it with other stuff. Iritating,yes,impossible to avoid,no.
Should we say that arty is also only 1 click for user,and then enemy team has to move whole lot of stuff or get killed?
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