Ah, one of my favorite aspects of Forgotten Hope: rifle grenades. Both a blessing and a burden in that I love to shoot them off but it is nigh impossible to take anything out with them.
Useless in close quarters, weak as anti-tank, but powerful in that they have a long range and are explosive. I finally got my first kill with one of these suckers just moments ago while playing Charlie Sector in Wolf. I had the garand and I knew there was a German hiding in one of the bunker doorways on the beach so I fired one in; expecting of course for the nade to scare the German troop and do nothing more. Imagine my immense surprise when I actually took the bugger out.
The moral of the story? If rifle grenades are in FH2, please, please, PLEASE make them more useful. Half the time nobody even fires them off because of their ineffectiveness, and when they are fired they are often little more then eye-candy firecrackers.
i find them not to useful either. by the time you aim and get ready to fire, you're dead. i have killed with them before. good for attacking APCs. On omaha beach, i sat directly below the bunker and shot up into the viewport, and killed a guy.
Member 35698 thinks I'm a spec
27th June 2004
Haha, well, rifle nades were (overly) nerfed after extreme abuse in older versions of FH. Back then, they instantly shot off upon clicking. Combine that with the weapon switch accuracy bug, and it became the automatic-group-of-enemies-killer. Thus, they were made as they are now. I think that it was an overraction, really, since they're almost useless now, and so I am with you in hoping that they're brought to a realistic ability in FH2.
I didn't make it!
my firts kill whit it, was on pavlov as russina.. i killed a damn sniper on the rooftop
I think there should be a dedicated "Grenadier" class (likely a pickup only kit) that gets a rifle (normal service rifle for all nations, except US, who get Springfield '03's) a knife, a band-aid and multiple rifle grenades (both AT and HE). This way, the Grenadier class could sit back and suppress enemy positions while the dudes with automatic weapons charge in.
Think about it, a German MG nest is on a hill, supported by several rifleman and some SMGs. What better way to stop the constant barrage of fire from that heavily defended position long enough for your buddies to advance on it than to launch a few HE rifle nades up there killing a few defenders (and hopefully making the rest take cover and stop firing)? Not many better ways if your team's tanks are half way across the map and your close air support just got shredded by a Vierling. You have to take that hill, but the mapper only gave you one crappy mini-riflenade. You launch it, kill one guy, then your whole squad gets torn to ribbons by the MG42. Not a pretty sight.
I like how Real-BadSeed's Pacific maps (Tulagi and at least one more, I think) the Americans get a Grenadier kit with a Springfield '03, a knife and 5 Rifle Nades. Although the rifle nades are a little ummm... under-explosive... He gives enough to (somewhat) put pressure on a Japanese defensive position.
I think I rambled a little too much, but I hope you guys got the general message: NEED MORE AND BETTER RIFLE NADES!
Rifle nades are underrated in FH, they can be very deadly, you just have to be smart about them. Very useful on Omaha indeed, if you can get one into the bunker, you'll destroy the MG's and anyone who happens to be in there, especially useful when the flag has just turned white (this is best achieved when standing ~5 meters away from the bunker).
If you time it right (stand up at the right time, which is not that hard) you can also fire it into the bunker door killing anyone waiting on the other side of the corridor and suppressing the guy behind that little wall with the window, so you can take him out with the rifle.
On other maps, they are useful when fired into window's/doorways (Pavlov for example, when the flag has just turned, or you know there is someone there capping the flag, you can easily kill them with a rifle nade from outside the house). Not to mention they are an excellent way of surprising truck drivers trying to run you run you over. Oh, and if you want to piss of some finns on Karelia, shoot one of these babies into their boats, there's nothing they can do.
So yeah, they are useful, you just have to know how to use them.
But, they are a grenade. Seriously, there's barely any splash damage on the things. I know they're not as powerful as a hand grenade, but it should kill somebody if it explodes a few feet away from them. And also, I'm not sure if it was realistic for the normal soldier to even have a rifle nade unless they grabbed them (and the necessary adapters) from somewhere. Grenadiers would be the rifle naders with many more than one riflenade (I think, this whole paragraph could be wrong). Also, I hope the wonky zook and shreck-like crosshairs would be rid of. It can get hard to hit something accurately if you need to move around a lot. The delay can either make you miss easily or kill you. I'm fine with the delay (better if it were a bit shorter), but the main points I think that should be addressed are the splash and ammount carried.
Rifle grenades are a very specialized weapon, only really usefull in certain cercimstances.
The Rifle nades in FH2 are a bit different then the ones in FH1. Firstly, theyre -really- slow to deploy. You have to attach the launcher, load the grenade, load a blank cartridge, then to fire the grenade pin must be pulled and the rifle fired. This makes it only viable to target stationary targets. You also get 2 grenades, so its not as big a deal if you miss. They also have a much larger blast radius then fh1 grenades, comparable to a regular handgrenade. And they have a much greater range (one test session, a brit blind fired a rifle grenade at the very start of the round, it went across an entire 16 player map and killed 3 germans in thier spawn. One in a million shot) and have a smoke trail (which makes it alot easier to tell where theyre going) They also have limited AT capabilities, and can easily take out trucks or lighty armored transports.
That being said, Ive certainly found it far more usefull then its FH1 counterparts (and ive certainly seen it used more by other players). My standard practice for deploying rifle grenades:
1: I see enemy infantry shooting out of a window. Take cover, load a grenade, and fire into the window. This gives you grater range then a hand grenade, and no chance for the enemy to dodge. If he's camping in the window, its unlikey he's going to move in the 5-10 seconds it takes to load the grenade.
2: I'm advancing on an enemy emplaced position (at gun or MG). Rifle grenades are great for destroying AT guns from the shelter of nearby shell craters or sandbag walls.
3: Destroying light Vehicles. If you can see them coming, and can load a grenade in time, its entirely possible to knock out a truck full of soldiers as it drives close by.
4: Defending from a high spot. Raining long range rifle grenades down on attacking infantry works really well. You might not be able to shoot them with a rifle because theyre using cover, but you can reach out and tough them with an HE grenade. Its like having a tank cannon pointing out of a window.
The biggest limitation with FH2 rifle grenades is not the lack of damage or accuracy like in FH1, but the time it takes to deploy.
Cool beans! :nodding: Now, will there be AT and HE nades? Or even HEAT (or were the AT nades actually HEAT...)?
the british grenade is HEAT and has a little better armor penetration (if there was like, 4 guys, you might be able to take out a tank), and the german is HE.