Conscript charge/stickies?
Posts: 55
I had a panther which would have avoided riflemen with ease in CoH but which was mobbed by a conscript horde in no time flat. I confess that I was not necessarily paying super close attention, but I could have sworn I had some decent maneuvering room.
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I noticed this during a game I played a while back. Conscripts can get a speed boosting charge AND sticky bombs (which seem to do decent damage too). Is this correct?
Yup
Does it make any sense?
Nope
longer range than stickies too
Posts: 642
Conscripts are as hard as onionskin as it is.
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actually had a guy do that with like 7 or so squads (maybe more.) kill my panther.
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and each AT nade/panzerfaust have 100% chance to damage engine
Posts: 642
biggest fail with AT nades/panzerfaust - they will still fire when ability is activated even when enemy vehicle is out of range
and each AT nade/panzerfaust have 100% chance to damage engine
Not sure about panzerfaust, but AT nades can be dodged, like stickies. Granted, my opponent wasn't very good, but at least they aren't homing missiles.
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As it stands I'm surprised at how good the conscripts seem to be, especially when they get vetted. Sure, one squad sucks, but in a group they are devastating (and fun )
This game's vehicles are not on the same level as CoH1; they are cheaper, you get them faster, and they are easier to lose. A single uber unit is no longer an entire strategy. Use an MG or equivalent to cover your tank.
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AT grenades cannot be dodged once the throw animation has started. This is different from sticky bombs, which can be dodged up to the point where the sticky bomb leaves the rifle's hand, since the animation will be cancelled if the vehicle moves out of range before that point.
That's very weird. Was it changed? I could have sworn I dodged it, and I think I would've noticed if it was a satchel or molotov(lol). What happens if the grenade is already airborne?
Posts: 55
Also you don't need to fire up 7 squads and have them all use nades to deal the damage that they really need to: an engine critical. All it takes is one. So that's what, 35 munis?
Again I'm concerned about this, but unwilling to pass judgment. Sticky rifles were balanced on a knife edge in the last game.
Posts: 64
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Again I'm concerned about this, but unwilling to pass judgment. Sticky rifles were balanced on a knife edge in the last game.
It took many patches to get them there, though. In Beta, and even before OF, they were homing missiles that would catch up to a speeding bike.
I agree on this and suggest that tank nades have only 33% chance of engine crit. That way you feel good if you actually get one. You could make the nades slightly cheaper then, maybe 30 or 25.
I'd personally give them 40% engine damage, 10-15% chance to immobilize and increase their cost. The soviets don't use nearly as much Munis as the Axis.
Posts: 4
I'd personally give them 40% engine damage, 10-15% chance to immobilize and increase their cost. The soviets don't use nearly as much Munis as the Axis.
Wouldn't that 10-15% on a heavy vehicle become too much of a gamble when the cost is increased?
Posts: 642
Wouldn't that 10-15% on a heavy vehicle become too much of a gamble when the cost is increased?
Depends. You'd have to test it to see if it is. You always get the 40% engine damage, but there's also a 10-15% chance to completely immobilize it instead of just causing engine damage (essentially "critical hitting it") If its too high, then perhaps something like 5-10% chance.
Im not even sure if it is possible, its just an approximation of how I'd like them to work.
AT Nades shouldn't be a true AT measure, just a support or soft alternative to help your true AT. A tank should be dealt with AT Guns or your own tank, IF you must use a soft counter to kill it, then it should either take you more time (repeated use of STV-40's), or more resources (satchels, AT nade spam).
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you can't dodge AT nade, sometimes when you are far away from cons throwing AT nade it will hit you but deal 0 damage
Then this, i would change, tbh. you should be able to waste miscalculated projectiles, especially those derived from munitions.
Veterancy abilities that help cause damage do. Satchels and incendiary ammo can. Molotovs, bundled grenades, even sticky bombs in the original vcoh could. AT's should, as well.
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