Laser-Homing AT Grenades and Rifle Grenades
![avatar of Kyle](/uploads/avatar/9955.jpg?updated=1404985343)
Posts: 322
Either you turn all those 4 thing back to COH1 mechanic or you turn them all into homing missle 100% hit.
You can't just : I would like my A and B to go to school and become doctor and C & D can become some lowlife.
![avatar of juggernauth](/images/avatars/jagdpanzeriv.png?updated=1414778106)
Posts: 118
![avatar of Stonethecrow01](/uploads/avatar/5728.jpg?updated=1372810064)
Posts: 379
With the current system it makes it very easy to interpret the battlefield - does this unit have the ability to use an at weapon? Yes/No - Then I need to stay X distance away to avoid a hit.
They cost munis, and without them M3A1, Jeeps, and Scout Cars would dominate the early game.
![avatar of DonnieChan](/uploads/avatar/7689.jpg?updated=1380589526)
Posts: 2272 | Subs: 1
![avatar of steel](/uploads/avatar/10558.jpg?updated=1460210635)
Posts: 1963 | Subs: 1
Im so glad its not like the coh1 faust which was basically useless. the current mechanics make the game less clicky-clicky micro orgy but rather focus on good positioning/using truesight/intelligent encirclingBut, what do you mean coh1 faust useless? I like it better than the currrent faust.
![avatar of Oversloth](/images/no_av.png)
Posts: 48
They we're used to blow tracks off vehicles and the like, there is no reason they should be doing half the health of a Skdfz 222.
![avatar of Cannonade](/images/no_av.png)
Posts: 752
The game has a degree of command lag, so auto-hit is sort of necessary compromise.
Just dont get into range in the first place.
![avatar of Vaz](/uploads/avatar/8637.gif?updated=1413710824)
Posts: 1158
![avatar of LionRed](/images/no_av.png)
Posts: 37
Increase the damage...
Make it RNG like virtually everything else in the game?
![avatar of Dullahan](/uploads/avatar/805.jpg?updated=1461045374)
Posts: 1384
Hoorah + At grenade has always been supreme fucking bullshit.
I want an icon that says "hey, these guys have an AT weapon" or something at the very least.
![avatar of Death's Head](/images/avatars/MG_34.png?updated=1428069549)
Posts: 440
![avatar of elchino7](/uploads/avatar/7864.jpg?updated=1488595911)
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Posts: 8154 | Subs: 2
Yeah...because games are won and lost because of a couple rifle nades....
Mines wins game, don´t lose squads. If an AT Nade/Faust penetrates or not can be enough reason to determinate the result of a match.
![avatar of J1N6666](/images/no_av.png)
Posts: 306
![avatar of OZtheWiZARD](/uploads/avatar/7525.jpg?updated=1400407007)
Posts: 1439
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17914 | Subs: 8
Would rather have them all gain range but lose homing.
And no vehicle was ever hit again.
Forgot already how it was for rifles and panzerfusiliers?
![avatar of OZtheWiZARD](/uploads/avatar/7525.jpg?updated=1400407007)
Posts: 1439
And no vehicle was ever hit again.
Forgot already how it was for rifles and panzerfusiliers?
You can adjust animation to compensate for this. Dota 2 uses this system for majority of its stuns and it works.
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17914 | Subs: 8
You can adjust animation to compensate for this. Dota 2 uses this system for majority of its stuns and it works.
Dota2 doesn't have random soldiers dancing and prancing before they execute your command.
![avatar of J1N6666](/images/no_av.png)
Posts: 306
And no vehicle was ever hit again.
Forgot already how it was for rifles and panzerfusiliers?
Katy, were vehicles hit by Pzfausts in vCOH?
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17914 | Subs: 8
Katy, were vehicles hit by Pzfausts in vCOH?
Sure they were, but not everyone had to count on blind opponent or PE ATHT to immobilize it first.
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