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1.34.034 Brit grenadier


bigrow
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I'm guessing that this isn't a bug, so consider it a plea.....

Yeah rats, you probably know whats coming......

Why do the brits get a delayed fuse on their rifle grenades? I could handle losing the HEAT grenade, although i still don't like it. But i was hoping the replacement would be the same as the axis grenadier ie excellent against infantry and ATGs. The fuse timer simply gives the enemy time to shoot you then run away. Not to mention the nades still don't bounce correctly on walls as you would expect them to, rendering the delayed fuse nearly useless.

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Are my eyes bonkers, or do the brit grenades bounce off the ground amd then scoot across the ground at ludicrous speed?

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Are my eyes bonkers' date=' or do the brit grenades bounce off the ground amd then scoot across the ground at ludicrous speed?[/quote']

Welcome to the French RG'r.

:D

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It's a mills bomb. No. 36 Mk I more precisely. This is the grenade the british have always had and is the model that added a detachable base plate for use as a rifle grenade. Previous version had a rod attachment.

Ours is fitted with the more correct shortened fuse timer.

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what is the fuse timer?

hopefully not painfully long as the french one...

It's not as bad as the french one, but there is plenty of a delay for an ei to shoot you and run off before it explodes :mad:

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If your using these as point effect weapons you're using them wrong. These are design to clear places you can't reach with a hand thrown grenade. Which we've also increased the number of on the grenadier. I'd be in favor of giving them even more. At least HE.

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8 second Fr grenadier delay is awesome for leaving lethal presents around for ei to 'find' later.

Your shot is so separated from the grenade explosion in a crowded area that you cannot be traced back to the grenade round (note: if you are the only one firing in the area it *can* be traced back).

Like leaving a hissing satchel behind when you know you will be killed... it has fun abilities that make up for the loss of 'instant' explosion.

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Sorry, been trying to think of any situation in game where a fused grenade is more useful than an impact fused one...

and I can't.

Bunkers where it was useful to bounce one around a corner are history... replaced by 'bunkers' and buildings where the corridors are so narrow that said bounces are impossible.

If you're clearing an upper floor room... a time fused grenade is almost certain to bounce/ land well behind the window in question, usually well outside the lethal radius. With the impact grenade, you fire into the roof above the position for an instant, almost certain kill.

Geez... I've seen Pak's successfully undeploy and push away from the timed grenade I've dropped on them.

Much more common is the defence of flag CP's near depots... where the 'point and click' effect of the german grenades is deadly. No guessing and randomness. No chance to 'run away'. Hell, with lag the way it is, most of the time you never even see the grenadier before he fires.

Hell, I fired off a dozen or so grenades in an attempt to clear the upper floor of a flag CP one time last campaign... every time I fired one in near an EI's position... he's run away to the other end of the room. Occasionally, he'd move to the window to shoot at me first, then run. Another time I was outside firing through the upper windows from the ground... and the EI ran down the stairs, around the building, killed me, all before the grenade went off or I could pull the launcher off to defend myself.

In typical game situations, the point and click super shotgun of doom is massively more useful. You can carry it loaded and actually USE it to fight with if you bump into someone. Fused grenades are mostly NOT useful.

Please note... the whole arguement of timed versus fused is totally reversed in RL. The RL German RG was little more than a firecracker with minimal shrapnel.

Lastly.

1. The eight second fuse is just silly. The French VB also could have five second fuses.

2. The German RG has most of its mass in the nose and tail... So in the case of running around and firing it at an opponents feet in close combat should make it more dangerous to the firer than the firee. Since ther nose mass will be fired forward into whatever it hit, and the tail back along its trajectory directly at the firer if at closer ranges.

3. At the very least could we have impact damage from the Two allied grenades? A half kilo grenade fired at 30+ m/s should seriously injure or kill anyone it hits... which might give the user a ghost of a chance at closer ranges.

Edited by kamel
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If your using these as point effect weapons you're using them wrong. These are design to clear places you can't reach with a hand thrown grenade. Which we've also increased the number of on the grenadier. I'd be in favor of giving them even more. At least HE.

This argument *might* carry some weight if the new netcode works REALLY well, this would mean that digging in as a defender becomes worthwhile. Right now though, the static defender is as good as dead to warping attackers, the only way to defend is to rush out to meet the attacker. This means that unless the defender is sleeping, using a timed grenade will inform the enemy of your arrival and rough position, giving him the chance to run out and MG while you either reload or uncup the grenade launcher.

Add this to the fact that aiming the grenadier is very difficult when it comes to hitting small windows etc, and using walls to bounce off is unpredictable to say the least.

Is there any chance we could have the option to set our own timer on the nades? If not please reduce them both as much as you can.

I don't want to make this a big balance debate, this isn't the barracks after all :) But, axis have always had the superior infantry set, removing the single allied advantage in this respect, and replacing it with something else that is inferior to the axis equivilant, doesn't sit well with me.

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