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russian armor

Laser-Homing AT Grenades and Rifle Grenades

27 Jul 2014, 20:56 PM
#21
avatar of Kyle

Posts: 322

Why would anybody want Rifle grenade / AT Grenade from OKW and US to be back normal when Panzerfaust/ Russian AT nade are all homing ?

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.

27 Jul 2014, 23:34 PM
#22
avatar of juggernauth

Posts: 118

I'd rather have them all not homing.
27 Jul 2014, 23:41 PM
#23
avatar of Stonethecrow01

Posts: 379

I think its important to have a consistency as opposed to something like the 80% idea proposed. You already have penetration vs higher vehicles to make it random.

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.
27 Jul 2014, 23:42 PM
#24
avatar of DonnieChan

Posts: 2272 | 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 encircling
28 Jul 2014, 00:17 AM
#25
avatar of steel

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 encircling
But, what do you mean coh1 faust useless? I like it better than the currrent faust.
28 Jul 2014, 08:14 AM
#26
avatar of Oversloth

Posts: 48

I think they just do to much damage to light vehicles.

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.
28 Jul 2014, 10:26 AM
#27
avatar of Cannonade

Posts: 752

Im ok with auto-hit.

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.
Vaz
28 Jul 2014, 13:51 PM
#28
avatar of Vaz

Posts: 1158

I just don't like that they go through buildings. That should cancel it or block the shot, so people have to at least put some thought into what they are doing.
30 Jul 2014, 22:44 PM
#29
avatar of LionRed

Posts: 37

Increase the range...
Increase the damage...
Make it RNG like virtually everything else in the game?

31 Jul 2014, 00:21 AM
#30
avatar of Dullahan

Posts: 1384

I feel like rifle grenade and faust are balanced because they can be kited.

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.
31 Jul 2014, 00:40 AM
#31
avatar of Death's Head

Posts: 440

Yeah...because games are won and lost because of a couple rifle nades....
31 Jul 2014, 00:50 AM
#32
avatar of elchino7
Senior Moderator Badge

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.
31 Jul 2014, 06:10 AM
#33
avatar of J1N6666

Posts: 306

Would rather have them all gain range but lose homing.
31 Jul 2014, 08:51 AM
#34
avatar of OZtheWiZARD

Posts: 1439

I'd prefer all AT snares were skill shots rather than lock on abilities. The same it was in CoH.
31 Jul 2014, 10:28 AM
#35
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post31 Jul 2014, 06:10 AMJ1N6666
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?
31 Jul 2014, 10:58 AM
#36
avatar of OZtheWiZARD

Posts: 1439

jump backJump back to quoted post31 Jul 2014, 10:28 AMKatitof


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.
31 Jul 2014, 11:33 AM
#37
avatar of Katitof

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.
31 Jul 2014, 12:12 PM
#38
avatar of J1N6666

Posts: 306

jump backJump back to quoted post31 Jul 2014, 10:28 AMKatitof


And no vehicle was ever hit again.

Forgot already how it was for rifles and panzerfusiliers?


Katy, were vehicles hit by Pzfausts in vCOH?
31 Jul 2014, 12:42 PM
#39
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post31 Jul 2014, 12:12 PMJ1N6666


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.
31 Jul 2014, 17:11 PM
#40
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

the PE AT grenade was the ONLY anti-vehicle 'skill shot' in CoH, and that is precisely why that faction also had access to treadbreak.
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