Can we nerf Grenade Launchers? My suggestion:

Good you just proved my point that not many German mains plays against Allies. Looks like 5/11 legit players.
Also forgot this?

Only 2 people looks like legit people

When I played Allies, I literally cheesed the match over 100 kills because there is bots and barely players in Germany part

there are more than 2 legit players in that game lol
ur just being an ass for the sake of it at this point
GLs are OP
and you suck at the game, im sorry

Letā€™s keep the conversation civil and respectful, thanks. :slight_smile:

Aside from my unserious reply to OP at the very top of the thread, yes GLs should be nerfed. I think they have a place in the game, but they fundamentally are too low-skill for how successful they can be. Iā€™ll just throw some of my thoughts out there, everyoneā€™s welcome to agree or disagree.

Iā€™ll start off with listing all of the advantages a Grenade Launcher can provide:

  • Maximum 20 damage (Soldier with Vitality has 13.5 health)
  • Blast radius up to 10m
  • Indirect damage (can attack and kill enemies around corners)
  • Little time and no resource investment to use
  • If itā€™s an Anti-Tank Grenade Launcher, it can also penetrate 50-56mm of armor.

All trees have at least 1 GL that fires a fragmentation grenade, and one with a shaped charge designed to combat armored vehicles. I think that both of these can provide great utility in particular circumstances. However, I would reduce any shaped charge GLā€™s blast radius to about 50-70% of the current size. I get that a HEAT shell has a blast radius (they even increased the blast radius of designated AT launchers), but I donā€™t think they should have the same infantry killing potential while ALSO having anti-tank capabilities.

Another factor, like Evo has mentioned, is the capability to spam them. If you run secondary weapons rather than backpacks on your Riflemen, a Rifleman squad can carry up to 54 launched grenades. You can tell your bots to sit ~30m away from the action behind cover, and cycle all of your troops with these grenades. Referring back to the listed benefits of the Grenade Launcher, you are able to solve a lot of problems by sticking a grenade to the end of your rifle, with no cost, tradeoff, or learned skill to use. Evo recommended hard limiting Grenade Launchers to 1 or 2 per squad, I would instead force Grenade Launcher Rifles to be a Radioman-Only weapon that fits in the secondary slot, since they have no backpack slot option. Within a Radioman squad, you are limited to 6 Grenades, which would be distributed amongst your squad members if you have 2 or more Grenade Launchers equipped.

With these changes being present, I think this could open the door for more powerful and variety of Grenade Launchers to be considered, since the force multiplication factor is limited compared to how Grenade Launchers are currently implemented. Perhaps most Grenade Launchers could have choice of Grenade (including smoke rounds?) instead of being stuck with one type per unlocked weapon, and something as crazy as top BR V weapons with Grenade Launchers (StG-44, T20E2, FG-42 are examples) can be considered without a worry of a gigantic meta shift.

These are just my thoughts on the subject, but regardless, the game would be in a healthier place if Grenade Launchers had fewer force multiplication capabilities

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No it isnā€™t you dipstick.

That which is claimed without evidence is also dismissed without evidence.

Well did you forget that bots can have username and just look like real player playing too?

For saying that a lot of times such GL abuse donā€™t work all the time? Funny when it comes from a Allied mains with ā€œJack of all trades, master of allā€

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