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The incendiary grenade

Posted: 2013-12-03 02:07
by matty1053
Well, I searched the forums and haven't found anything.

I am wondering WHY they took the incendiary grenades out. I found that it was great and useful.

I am just curious why they took it out.

I was going to make a suggestion on to bring it back and for certain kits. But I thought I would be having tons of hate for that.

Re: The incendiary grenade

Posted: 2013-12-03 02:26
by CTRifle
Cause C4 is much cooler :D

Re: The incendiary grenade

Posted: 2013-12-03 03:04
by matty1053
CTRifle wrote:Cause C4 is much cooler :D
Well, ok.

But I highly doubt that is the reason why the devs took the infamous Incendiary out.

Re: The incendiary grenade

Posted: 2013-12-03 03:50
by CTRifle
No lol, but now you need a breacher kit instead of multiple kits having the incendiaries

Re: The incendiary grenade

Posted: 2013-12-03 04:00
by risegold8929
matty1053 wrote:Well, ok.

But I highly doubt that is the reason why the devs took the infamous Incendiary out.
I guess as an attempt to increase teamwork. By requiring C4, you can no longer run in there with 1-2 guys, throw on a couple of incens and run away. You have to have a breacher/engineer in your squad and make sure he stays alive or grab his kit.

Re: The incendiary grenade

Posted: 2013-12-03 05:20
by IWI-GALIL.556FA
I think they should have left them to a kit to take out assets other then FOB's.

Re: The incendiary grenade

Posted: 2013-12-03 08:08
by Brainlaag
Because those nades were more effective at destroying tanks than AT weaponry. They were massively bugged and widely available, causing a lot of "ninjas" to roam the map on their own. Furthermore they left FOBs very vunerable to INF attacks.

Re: The incendiary grenade

Posted: 2013-12-03 11:33
by Mineral
realism, emphasis on the breacher kit, teamwork,...

Re: The incendiary grenade

Posted: 2013-12-03 15:31
by _Fizzco_
Ye as Brain said, Incend all the vehicles was the general way of thinking before 1.0.

Re: The incendiary grenade

Posted: 2013-12-04 01:35
by Eddie Baker
They were bugged as fuck and should have only been used to destroy static weapons and caches and not tanks or fighting positions (an FOB would be the "main" you spawn in).

Not every faction represented in game actually has incendiary hand grenades, and certainly all of them don't have US A/N M14 TH3 grenades.

Every faction represented in-game has some kind of plastic explosive even if it isn't C4.

To make the breacher (at long last good-fucking-riddance to "specialist") and combat engineer kits more useful.

Re: The incendiary grenade

Posted: 2013-12-04 02:33
by matty1053
Well, The Devs could have turned the damage rate down.


I think the officer could have like 1 Inced. And maybe like the Breacher has like 2.

Cause it really sucks having to find a fob and not having any breacher or engineer with you.

I wouldn't mind having 2 nades destroy fobs.


But it's dumb how long it takes to put C4 down. Like 20 seconds.

Re: The incendiary grenade

Posted: 2013-12-04 02:43
by saXoni
matty1053 wrote:But it's dumb how long it takes to put C4 down. Like 20 seconds.
C4 is explosive, and you don't want it blowing up in your face.

Re: The incendiary grenade

Posted: 2013-12-04 03:48
by Psyrus
matty1053 wrote: Cause it really sucks having to find a fob and not having any breacher or engineer with you.

But it's dumb how long it takes to put C4 down. Like 20 seconds.
The breacher is a squad-level spawnable kit, and should be as integral as the medic! Not only does he hold the only way to destroy fobs at the squad level, but he also enables the squad to rope up and breach doors.

In the same way that I used to avoid squads of >3 that had no medic or officer kit in pre-1.0, I now avoid any squad [>3] that doesn't have an officer, medic and breacher. :razz:

Re: The incendiary grenade

Posted: 2013-12-04 06:17
by Tommygun
If you are desperate I think 6 or 8 grenades will take out a fob when I last tested...

Posted: 2013-12-09 10:26
by Jolly
Some random guy switched side and killed all the fob will be too bad.
To slow the game and promote teamplay(one specialist can't really detonate a fob with nmes around, he needs cover.)


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Re: The incendiary grenade

Posted: 2013-12-09 11:56
by SANGUE-RUIM
Tommygun wrote:If you are desperate I think 6 or 8 grenades will take out a fob when I last tested...
I dont think they do... when did you last test?