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russian armor

AT-Nades causing Engine DMG like 90% of the time

10 Jul 2014, 22:32 PM
#21
avatar of Cyridius

Posts: 627

They are not weaker, maybe in terms of range and dmg . Mr. Someguy pretty much sums it up why they are so good . Fausts have an animation , which needs to be completed afaik.


AT Grenades have a very obvious animation. Once the animation starts of either Fausts or AT Nades, they're going to land, extreme luck aside.

This thread is stupid as fuck.
11 Jul 2014, 00:06 AM
#22
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

"The Panzerfaust is also more weak."

No tech investment.
Weapon range 25 vs 20 of AT nade
Activation range i think it´s still the same for both.
160-140pen vs 100 pen
Both deals 100dmg or 80 on deflect.

Also:
Higher penetration against lower armored vs lower penetration against higher armored.
Hmmm...

I see 100-87% chances of engine damage on a T3485 vs 55,5%% of a P4 without vet.

11 Jul 2014, 00:14 AM
#23
avatar of ThoseDeafMutes

Posts: 1026

I will say that I hate the design of core infantry all having AT nades more or less by default in the vanilla matchup. You get used to it, but I don't like it.
11 Jul 2014, 00:17 AM
#24
avatar of korgoth

Posts: 170



I agree 100%. AT nades should just be a wasted fuel sink. They shouldnt do anything to German Steel. EVA!


Krupp steal stronk! but seriously its all fine, dont drive next to the conscripts when ur whole strategy is based around rushing a tank...
11 Jul 2014, 00:17 AM
#25
avatar of Dullahan

Posts: 1384

The annoying thing with AT grenades is that Hoorah makes it really easy to hit with, since the animation is irrelevant when they can outrun most vehicles.

I don't think it's imbalanced though.
11 Jul 2014, 00:18 AM
#26
avatar of OZtheWiZARD

Posts: 1439

I like the idea that tanks can be crippled by infantry however I would prefer CoH skill shoot system over this perma lock on one in CoH2.
11 Jul 2014, 01:12 AM
#27
avatar of RunToTheSun

Posts: 158

whatever . if you say fausts behave the same then i am wrong. I did not play alot of wehr yet . i thought the animation gets cancled . because on Füsiliers the missile sometimes gets stuck . had that happen a couple of times. But this is not a rant about AT nades >>> fausts , what bothers me is the high rate of engine dmgs that occures, which really cripples tanks
11 Jul 2014, 01:15 AM
#28
avatar of RunToTheSun

Posts: 158

I will say that I hate the design of core infantry all having AT nades more or less by default in the vanilla matchup. You get used to it, but I don't like it.


yep, thats what im saying
11 Jul 2014, 01:22 AM
#29
avatar of Speculator

Posts: 157

I did not play alot of wehr yet . i thought the animation gets cancled . because on Füsiliers the missile sometimes gets stuck . had that happen a couple of times.


IMO the new US/OKW AT rifle grenades are better designed than the vanilla faust/at nade. They have longer animations, and have a max range at hitting the target. The vCOH factions don't and need looking at.
11 Jul 2014, 01:26 AM
#30
avatar of Lichtbringer

Posts: 476

I love how everyone focuses on the fact that he talks about at-nades as opposed to fausts, instead on discussing the most important point of the statement, which would be that AT-nades AND Fausts, are too good in the mid-lategame against heavyarmor, and favor a unwanted playstyle.

But I guess it's easyer to focus on a players (probably existing :D) bias, instead of discussing the real "point". Yeah, it was not the best opening, and maybe a troll bait, but do you guys always have to bite? You could also turn the discussion into something usefull, and explain why you think many engine crits in the mid-lategame make the game a better experience.
11 Jul 2014, 05:36 AM
#31
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

I love how everyone focuses on the fact that he talks about at-nades as opposed to fausts, instead on discussing the most important point of the statement, which would be that AT-nades AND Fausts, are too good in the mid-lategame against heavyarmor, and favor a unwanted playstyle.


Because look at title, and then what you expect when his ending post was: "The Panzerfaust is also more weak."

TOO GOOD was when they penetrated EVERYSINGLE TANK with 1000pen. Nowadays it´s 100 and 160-140.
While we ended accepting this mechanic by granted for vcoh2, the fact that mainline infantry of WFA get´s access to soft-medium AT (zookas n volks) balances it off.
You want to get rid off heatseaking missiles? Then improve and give other AT sources for vanilla factions (i´m looking at you PTRS).
Would you like getting kitted non stop by M3, Dodges, AA HT, Flak HT, 222, FHT, etc?

Chances of getting engine damage by faust/AT nade (gonna use lowest pen value)

T3476: 93%
T3485: 87,5%
KV1: 51.85% / (rear) 84.84%
KV8: 58.33% / 96.55%
ISU152: 45.16% / 90.32%
IS2: 37.33% / 68.29%

Stug: 71.42% / vet2 54.94%
P4: 55.55% / vet2 42.73%
Panther: 34.44% / rear 90.9% / vet2 31.34% / rear 82.64%
Tiger: 33.33% / 55.55%

JP4: 43.47%
KT: 23.52% / 44.44%
JT: 19.04% / 66.6%

The mid to late game is already plagued with way too much vehicle focus. We don´t need more buffs to it.
11 Jul 2014, 05:51 AM
#32
avatar of wongtp

Posts: 647

just max range ur tanks. if you are not looking for advice then you shouldnt have this problem in the 1st place and will be able to deal with it.

i dont like the idea of conscripts having no scalability either.

also without AT nades, soviets will have almost nothing for heavy tank counters. medium tanks are shit unless its a t3485 variant. those without are usually reliant on AT guns and su85. both guns require engine damaged tanks to have any form of killing ability since they are both so unwieldy.
11 Jul 2014, 14:58 PM
#33
avatar of vietnamabc

Posts: 1063

Hey anybody can show me how to use Rifleman and Panzerfusilier's AT nade, somtime they can't hit anything and other time they crit a Jadgtiger from the front.
11 Jul 2014, 15:04 PM
#34
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

I would much prefer to see AT Nades and Panzerfausts actually do significant damage like Coh1 stickies in exchange for a range or tracking nerf that makes them harder to land, because at the moment it's pretty easy to land them but with the lack of damage it's basically just a slow.

with less range but more damage it will require more skill to land but reward the extra effort.
11 Jul 2014, 15:06 PM
#35
avatar of Aerohank

Posts: 2693 | Subs: 1

Hey anybody can show me how to use Rifleman and Panzerfusilier's AT nade, somtime they can't hit anything and other time they crit a Jadgtiger from the front.


Cruzzi told me today that, unlike AT nades/Pfaust, any hit from a AT rifle nade is more or less a instant crit. AT rifle nades however can be dodged and don't track the target.
11 Jul 2014, 15:12 PM
#36
avatar of vietnamabc

Posts: 1063

So WFA's AT nade works exactly like PE's AT nade?
11 Jul 2014, 15:13 PM
#37
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

Riflemen AT grenades do track, just not very far.
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