DreJaDe wrote: ↑Tue May 03, 2022 1:24 am
Anti tank grenade changes to SMG
All uses action when used
British, US and french SMG
Hawkins Grenade
Unlock in 2nd industry
3 CD
10 damage
+%100 bonus against all tanks
Stuns tank by 1 turn
No. 73 grenade
3 CD
15 damage
Can be used on Buildings and tanks
+%50 bonus against all tanks
+%100 bonus against buildings.
German SMG
M24 bundle
4CD
20 damage
can be used against tanks and infantry
+%50 against tanks
+%50 against infantry
Russian SMG
Molotov cocktail
5 damage
No bonus
Applies burning effect to tanks, light vehicles, and none combat vehicles which lasts 5 turns and ignore armor.
Damage is 5 per turn
Instant rpg 40 at
3 CD
12 damage
Can target only tanks
+%100 damage to tanks
Japanese SMG
Type 99 mine
3 CD
12 damage
Can target only tanks
+%100 damage to tanks
Stacked type 99 SMG
6 CD
12 damage
Can target only tanks
+%200 damage to tanks
Italian smg
Type L grenade
3 CD
15 damage
Stuns tank for 1 turn
[/we can leave most things as they are or try them out
I would change the German M24 bundle grenade which wasn't as effective as it should be
here I suggest the damage of 13 and since they were only compound hand grenades a CD of 3
the japanese type 99 SMG shouldn't have such a high cd 5 is better from my point of view
question who gets the grenade 73 for which grenade? or do you want to give the british us and the french three grenade options?
the molotov effect is too long for me, i really only want to have it on three rounds
question is whether engineers can fix the effect through rep