Laser-Homing AT Grenades and Rifle Grenades
Posts: 320
i would like to hear your opinions about AT Grenades and Rifle Grenades are garanteed 100% hit. I think it is plain bullshit that you can't evade it. Especially driving out of range and a Grenade is flying like a rocket right to you.
Especially early Commander things are just too easy counterable like call in halftracks.
I think it should be possible to evade them if you drive out of range when activated or only have a 80% hit rate or something. Especially Rifle Grenades weren't that accurate.
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We've had homing fausts and AT nades for months and nobody has really complained.
Nobody really liked it though. People were mildly annoyed when rifle and fusilier AT nades gained homing.
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=> Will cause light vehicles (M3 etc) to overperform massively again.
2.) Make them home until a certain range:
=> That's what it is right now AFAIK, yet it's almost impossible to get out of the range
3.) Make them home, with decreasing chance to hit on range:
=> That's already more or less modeled in the penetration and will increase the amount of RNG in the game. I don't think that's a good idea.
I honestly think it's fine as it is. In vCoH such a mechanic might've been fine as it was a lot harder to kite enemy vehicles (no reverse function). So in this it's easier to kite, but if you fail at it you get punished more harshly. Sounds fine to me :/
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2.) Make them home until a certain range:
=> That's what it is right now AFAIK, yet it's almost impossible to get out of the range
Isn't the maximum range on those throws somewhere around 50?
Posts: 100
We've had homing fausts and AT nades for months and nobody has really complained.
Thats not true at all.
I also think that homing nades are not best solution same goes for ~100% damage engine.
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There's literally no way to counter these things in the early game except for the Faust and while getting close you mostly lose a whole squad.
Posts: 71
Thats not true at all.
Correct. We've had them for *years*. Since 2006, to be precise.
Posts: 320
Correct. We've had them for *years*. Since 2006, to be precise.
Bullshit. In CoH1 we did not have Rifle Nades like in CoH2 and they just changed it lately to homing Nades. So maybe shake a leg...
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Pzfaust was not a tank snare though. Just did some solid damage.
Posts: 987
Bullshit. In CoH1 we did not have Rifle Nades like in CoH2 and they just changed it lately to homing Nades. So maybe shake a leg...
"bullshit"? He was talking about sticky bombs which were also homing. No need to swear at people.
I think they need to be 100% hit to avoid people running their tanks & vehicles all over everything.
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I do think it could be possible to make it so driving away at certain range would make the ability fail to hit, but again that would favor light, fast vehicles. Heavy vehicles are only ever threatened by AT nades on their flanks, most of the time their front armor deflects it.
Basically, keep your vehicles out of infantry range at all times. It's a good gameplay mechanic and I don't want to see it gone, even if it means we have a bit of silliness in the homing grenades.
Posts: 118
Posts: 71
He means sticky grenades on US riflemen in CoH1. Which were homing, and yes it did look ridiculous then too. Lol.
Pzfaust was not a tank snare though. Just did some solid damage.
That last bit is true; I'd forgotten.
Honestly, I don't see what the problem is with infantry having a tank snare. The main complaints in this thread seem to be that it looks really weird to see a lobbed AT grenade changing direction mid flight. While true, I don't think the weird visual really damages the game play.
On the other hand, being able to rampage my Puma through arbitrarily many riflemen squads with total impunity was quite silly.
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