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Assault Nade Glitch?
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Topic: Assault Nade Glitch? (Read 9314 times)
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jackmccrack2
Guest
Re: Assault Nade Glitch?
«
Reply #20 on:
June 03, 2008, 11:59:04 pm »
Joint Operations isn't really anything special. For example, the 12% bonus in popcap for a 2v2 at max capacity is 40*1.12 = 44.8. The bonus is small.
Whereas with Assault Nades you get a dead Riflesquad with each use. You can also use it on MG's too, it breaks the suppression, your volks close in at roadrunner speed and just freakin lay waste to it.
Its sweet, I think I'm gonna get it, because I hate when I'm on the receiving end of it.
«
Last Edit: June 04, 2008, 12:01:18 am by jackmccrack2
»
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Akranadas
Honoured Member
Posts: 6906
Re: Assault Nade Glitch?
«
Reply #21 on:
June 04, 2008, 12:41:57 am »
Assault Grenades are fine the way they are. Obtainable and not cheap (considering it's a T3), they were heavily nerfed many moons ago anyway.
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jackmccrack
EIR Veteran
Posts: 2484
Re: Assault Nade Glitch?
«
Reply #22 on:
June 04, 2008, 01:10:37 am »
im talking about the munitions cost
40 muni for gren nades which do nothing
or
50 muni for assault nades on volks which kick ass
which do you want?
Logged
Let's talk about PIATs in a car.
Akranadas
Honoured Member
Posts: 6906
Re: Assault Nade Glitch?
«
Reply #23 on:
June 04, 2008, 01:12:51 am »
On Volks, yeah its to cheap.
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Unkn0wn
No longer retired
Posts: 18379
Re: Assault Nade Glitch?
«
Reply #24 on:
June 04, 2008, 01:28:05 am »
Actually, if they trigger assault grenades when you're in a building, evac and it'll stop, wasting his use. When you're in the open, run into the squad throwing the assault grenades. (Either he'll damage himself in the process or he'll manually move his troops, stopping the AG throw)
I've seen ATGs escape from assault grenades, it's really not this uber ability that people make it come across as.
(Besides, the current status is already a heavy nerf, T3 and 50 munitions. It used to be a cheap T1.)
Deal with it.
If anything, all other grenades should get a price decrease to begin with.
«
Last Edit: June 04, 2008, 01:29:52 am by Unkn0wn
»
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[AB]RikiRude
EIR Veteran
Posts: 494
Re: Assault Nade Glitch?
«
Reply #25 on:
June 04, 2008, 02:21:16 am »
So you're saying exploit the way assault nades are used and you can beat them =P
I didn't know that on volks they were 50 i thought they were 60. It should be 60 the same as kch, because even though volks aren't as strong, they have mroe men which equals more nades thrown (right?)
Personally I've only been hit with assault nades once in a game with stumpster.
Also is Assault nades just a single use per buy or 2 uses like regular nades?
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My available companies:
Allies:
*AB company going for raid assault
Infantry going for tank reapers
Axis:
*Defensive going for rocket artillery
Blitz going for lightning war
And an experimental Terror company going for subversion consisting of all volks and two King Tigers
Razor
EIR Veteran
Posts: 172
Re: Assault Nade Glitch?
«
Reply #26 on:
June 04, 2008, 06:02:33 am »
It's 60 munis on volks and 50 on grens.
It's one use, like i said before Grens can throw up to 6 nades using assault grenades, and volks up to 8. But if you move your unit while its using assault nades the use is lost.
«
Last Edit: June 04, 2008, 06:08:34 am by Razor
»
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Profile's: Duvka, Razor, KleinInDerHosen, Akvud.
Thtb-Ally
The German Guy on the Ally side?
EIR Veteran
Posts: 1812
Re: Assault Nade Glitch?
«
Reply #27 on:
June 04, 2008, 06:19:32 am »
Assault nades can easly be avoided, no nerf will be done, if you keep presiting on it we shall put it back to the old times where all units gained assault nades for free!
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http://www.moddb.com/mods/8627/europe-in-ruins/features/27131/modcast-ep
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doctorsamuri
EIR Veteran
Posts: 160
Re: Assault Nade Glitch?
«
Reply #28 on:
June 04, 2008, 07:12:34 am »
I'm wondering if its possible to supress the group after they started throwing the assault nades?
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Thtb-Ally
The German Guy on the Ally side?
EIR Veteran
Posts: 1812
Re: Assault Nade Glitch?
«
Reply #29 on:
June 04, 2008, 07:42:12 am »
They wont slow down, but they will recive suppresion.
Logged
Duvka
EIR Veteran
Posts: 159
Re: Assault Nade Glitch?
«
Reply #30 on:
June 04, 2008, 08:33:17 am »
Quote from: doctorsamuri on June 04, 2008, 07:12:34 am
I'm wondering if its possible to supress the group after they started throwing the assault nades?
No, they are unsupressable for the duration assault grenades is on (10 secs).
Logged
Profile's: Duvka, Razor, KleinInDerHosen, Akvud.
Warbirds2
EIR Veteran
Posts: 422
Re: Assault Nade Glitch?
«
Reply #31 on:
June 04, 2008, 09:46:44 am »
It's the closest thing Axis has to Fireup, and even then, it's only available to one doctrine.
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salan
Guest
Re: Assault Nade Glitch?
«
Reply #32 on:
June 04, 2008, 10:13:21 am »
Quote from: Warbirds2 on June 04, 2008, 09:46:44 am
It's the closest thing Axis has to Fireup, and even then, it's only available to one doctrine.
the allies have 2 units that can fire up, the axis have 4 that can use assault... just in reference to your ' and even then... '
they have different uses and outcomes of their use.
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Warbirds2
EIR Veteran
Posts: 422
Re: Assault Nade Glitch?
«
Reply #33 on:
June 04, 2008, 10:22:21 am »
Except the allied units that can fire up are available to 2 doctrines.
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salan
Guest
Re: Assault Nade Glitch?
«
Reply #34 on:
June 04, 2008, 10:27:01 am »
except they are both unlocked by CPs, cost a huge hell of a lot in comparison, and even have more on map population.
who cares really, they are different for a reason
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Smithy17
EIR Veteran
Posts: 756
Re: Assault Nade Glitch?
«
Reply #35 on:
June 04, 2008, 01:46:55 pm »
Anyway any axis doctrine can get assualt with knights cross if they want to.
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doctorsamuri
EIR Veteran
Posts: 160
Re: Assault Nade Glitch?
«
Reply #36 on:
June 04, 2008, 01:55:40 pm »
eh they're not really worth it on knights cross
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