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Exploding flamers

18 Dec 2013, 09:13 AM
#1
avatar of Ztormi

Posts: 249

RNG has been discussed extensively on this forum since day one. The spontaneous combustion of flamer wielding units is still my number one RNG grudge. I know the chance already got reduced to 10% (or something) but it still happens "way too often". I've been using flamer pios every game in this patch and this post is mostly directed to performance of flamer pioneers. I really like to use them, but it seems like the game doesn't want me to.

The thing is, flamer is a major munitions investment especially for Ostheer. The fact that there is a chance that your heavy early game investment can be lost in the first engagement is outrageous. This has happened to me multiple times and sometimes it can totally turn the tide. I've even had it happen on the first shot on the pio squad.

I suggest that the flamer explosion effect may only happen when the last entity of the squad is killed. This would have multiple benefits:

- It makes flamer units more reliable assault units.
- Flamer units more effectively counter heavily armored infantry units. As they should.
- Reduces the amount of game changing RNG events.
- Rewards micro and unit preservation instead of luck.
18 Dec 2013, 10:33 AM
#2
avatar of Jewdo

Posts: 271

Yes please
18 Dec 2013, 10:45 AM
#3
avatar of Aradan

Posts: 1003

Pio spam 2.0 ? :-)
18 Dec 2013, 10:52 AM
#4
avatar of Ztormi

Posts: 249

I don't think piospam would be that much more viable with this change. In my opinion you have more tools in your hands to counter piospam in coh2 than you do in vcoh.
18 Dec 2013, 11:37 AM
#5
avatar of Aradan

Posts: 1003

jump backJump back to quoted post18 Dec 2013, 10:52 AMZtormi
I don't think piospam would be that much more viable with this change. In my opinion you have more tools in your hands to counter piospam in coh2 than you do in vcoh.


Piospam was fun. :-)

Engineers need reciving expirience from mines.
18 Dec 2013, 14:15 PM
#6
avatar of Greeb

Posts: 971

Strangely, the flamers that my penals have never explode.

Why the ones the engineers use are so unreliable?
18 Dec 2013, 17:35 PM
#7
avatar of Eupolemos
Donator 33

Posts: 368

Was reduced from 10% to 5% iirc.

It would be preferable imho, if the explosion was tied to drops instead (perhaps increase the droprate to 300%, but make it explode 2/3 times when this drop happens).

It is indeed annoyingly silly, though the reduction was nice.
19 Dec 2013, 00:34 AM
#8
avatar of JohanSchwarz

Posts: 409

+1

The RNG aspect makes minesweepers > flamer on pioneers any day.
19 Dec 2013, 02:40 AM
#9
avatar of VonMecha

Posts: 419

Man, I built 2 flamer pios out of my last 20 games and they lasted 1 or 2 shots and boom. Which I rarely see on penals but 90 percent on pios.
19 Dec 2013, 02:42 AM
#10
avatar of VonMecha

Posts: 419

jump backJump back to quoted post18 Dec 2013, 11:37 AMAradan


Piospam was fun. :-)

Engineers need receiving experience from mines.
M3s, shock troops, and t70s I think would make pio spam impossible anyway.
22 Dec 2013, 09:52 AM
#11
avatar of ardenx

Posts: 19

You do know that flame gear was insanely dangerous during the war, right. Accidents were fairly common.
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