Redalert Grenadier a better solution ?

New unit

Discussion about the game and its default mods.
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dzine
Posts: 73
Joined: Fri Nov 13, 2015 2:13 am

Redalert Grenadier a better solution ?

Post by dzine »

Redalert Grenadier a better solution ?

The idea of heavy infantry good vs buildings etc is a nice one however the original grenadier always had a serious flaw that was not properly addressed with unit 'explodes'

The FIX

The correct fix for overpowered grenadiers would be to simply reduce their rate of fire, the rate at which they throw grenades rather than blow up when killed....blowing up, sounds/looks fun but is a bit daft for a mainline unit...Tanya should blow up when killed, all that C4 explosive!...now that would make more sense.

Additional fix, let the grenadiers keep there machine gun (as they would in real life), or at least give them a rifle as well as grenades...have them fill them role of 'heavy infantry', think commandos, think SAS, think storm troopers etc. In the game code every unit in the game can have two weapons so this is not an issue.


The grenadier always had playbility issues, today its competing with flamer inf and tesla inf...it needs a well defined role.


My sugested changes listed below.

infantry 100

grenadier 200 rifle and grenades (low rate of fire) does not blow up Could be exclusive to one nation. A simple & good way to make it special, German stormtroopers?

Rocket Inf 300

flamer 300 (and slow) blows up but blast radius and blast effect small, more visual than lethal. A small and realistic nerf, they mostly arrive by APC anyways.

tesla inf
400 (and slow)

This is an infantry cost/capability spread which makes the most sense. Sci fi themed units like the tesla inf and flamer should be fun. This effect is enhanced when traditional units act in traditonal ways....Clarity and style






Time to edit grenadier and make it usable 2 minutes !
next release ? Why not ! lets get these guys back in the game


Usage Examples

option to use them as expensive scouts in the opening stages of the game, slowly smokin that power station or refinery

Very annoying but NOT OP when one turns up in a jeep

Currently riflemen are worse than useless vs buildings, adding couple of genadiers to early infantry formations is realiitic and adds much needed variation to early game scuffles.

20 slow firing grenadiers walking towards your base early game is worrysome and damaging but not 'game over' as would be with 20 flamers

at $200 the build speed is naturally reduced so this stops them being overpowered early game

mid to late game a flock of 20 grenadiers is still usefull in defence or attack.



Ultimately grenadiers were badly implemented flamer/tesla inf before the latter were even invented. Now they are a bit like a grumbling appendix, lets give them the 'heavy infantry' role they always deserved.

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Murto the Ray
Posts: 487
Joined: Mon Nov 10, 2014 4:34 pm

Post by Murto the Ray »

I personally dont think that grenadiers are very over powered. Early gren groups can usually be taken out very easily by a rifleman, or a dog. It would be nice to disable the explodes attribute though.

scorp
Posts: 96
Joined: Sat Mar 08, 2014 9:35 pm

Post by scorp »

yeah, their chance to blow up makes them largely useless. There should be a few ways to tinker with grenadiers and grenades that'll make them fit a role in frontline, non-meta combat.

dzine
Posts: 73
Joined: Fri Nov 13, 2015 2:13 am

Post by dzine »

grenadier statline poll anyone ?


grenadier cost 200 (think poor mans flamers, an infantry unit that bridges the 'unfilled gap' between regulars and elites)

does not blow up

primary weapon grenades (BUT lower rate of fire and or damage than original)

secondary weapon rifle ( low rate of fire) or wimpy machine gun

move speed = normal infantry

exclusive to one nation ? (optional, but wise if u also wanted them slightly OP)
Last edited by dzine on Sat Nov 14, 2015 4:21 am, edited 1 time in total.

noobmapmaker
Posts: 1086
Joined: Wed Dec 10, 2014 11:59 am

Post by noobmapmaker »

Low rate of fire, no explode, good vs buildings and infantry blobs.
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