Are the new grenades over performing for their cost?
Posts: 166
Permanently BannedThis doesn't apply to just the rifle grenade, but grenades are in general. The fuse time is too short for the new size of the explosion radius.
With the new grenade explosion profile, it feels like their explosion radius makes it very hard to step out of the explosion, even if you spot it in time.
When I use the new grenades, I feel like I have a "I'm bored of this engagement, I'm going to win it now" button.
The cost, wind up time, fuse time, or explosive range should be investigated to suit the new explosion profile.
Posts: 324 | Subs: 2
Last game i one-shotted a maxim with full health and crew with one rifle nade. That should never happen, not even if the munitions cost is higher or the wind up time is longer.
Posts: 184
Squad wipes have certainly increased since the patch due to nades,molotovs and satchel nukes, but I can't get too upset about it since it's returned infantry play back to where it was 'In the good ol' days'.
Posts: 309
I can appreciate they are trying to remove RNG with gaurenteed events, but I would have liked this to have been applied to Fausts and AT nades where either one will result in a 100% crit to engine damage, you can then apply the RNG factor whether or not you want it to be catastrophic or just regular. Microing your tank away from infantry is much easier and also prevents the event of a faust/nade. No one can control how a maxim, squad or mortar squad bunches up. If there was a spread button, shit I would do that every time I setup behind cover, given it was large enough. Unfortunately, there is no such command.
Posts: 2561
And I think it does have to be said that the value of the riflnade has skyrocketed. Their ability to fire from cover and deny the enemy theirs all from a safe range is hugely impactful. They are bieng used much more then molotovs were previously and to higher effect and unlike molotovs or other grenades there is no noticable squad behaviour to indicate that they are being used.
Posts: 1702
It would be interesting if the conscript assault package replaced the molotov with a shock troop grenade. (Maybe slightly weaker version of it)
Posts: 166
Permanently BannedPosts: 324 | Subs: 2
Grenade AOE Profile
Now correctly average out the damage based on old AOE profile
Bam. Done.
Posts: 2561
http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog/page3
Bam. Done.
So what does that mean exactly?
Posts: 2693 | Subs: 1
Pre march 25th patch: 40% chance of X damage at outer radius (grenades could 'miss' targets that were close to the edge)
Post march 25th patch: 100% chance of X damage at outer radius (huge damage increase, no more 'misses')
Next update: 100% chance of Y damage at outer radius, where Y is the average damage a grenade would have done pre march 25th patch.
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Posts: 184
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