New infantry grouping
Posts: 1970 | Subs: 5
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I got one pio squad whiped by a molotov. And not because they were staying in the fire, but the explosion ignite them all instantly. Just saying, I don't know if it's wrong or not... anyway it's clearly a different game....
This is not something new, the odds of this happening have not changed. It has always been pretty easy to hit all 4 german guys with a molotov so if anything I would say the molotov is a bit weaker now that it is easier to dodge.
I'd say the biggest change is how great rifle grenades are now. At Vet2 they can fire from super long range and it's so easy to nail big chucks of squads now that they bunch up so much. All other grenades are rather obvious because squads have to close in before throwing one so it's easier to see them coming.
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Grouping for infantry definitely makes explosives more potent, maybe even a little too much.
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How about adding explosion protection to yellow cover?That wouldn't really do that much nor make sense considering grenades are supposed to oust units from cover not have them stick in it.
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The new system is great, grenades actually do a lot more nowThis is a bad thing. Grenades were already good to begin with.
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eh it was a lot more hit or miss, they are much more reliable nowIn that they reliably wipe entire full health squads? They haven;t been hit or miss since the AoE changes a while back.
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It sacrifices their own shooting and efficiency for weapon survival.
Posts: 4928
How about adding explosion protection to yellow cover?
I think this would be the best bet too. You can't revert the cover change because while the system is a bit grabby, the old system left people in the open way too often. But you also can't reduce explosion AOE because then it'd be useless against units in the open. So the best option would be reduced explosive damage while in light or heavy cover.
Posts: 656
For example let’s look at the American MkII Grenade:
AoE radius: 4.0
AoE far: 3.0
AoE mid: 2.0
AoE near: 1.0
Damage far: 0.15
Damage near: 1.0
Damage: 80
With this profile all infantry out to a range of 1 die immediately, all infantry out to a range of 2 take 79-50 damage based on distance, and all infantry out to a range of 3 take 49-12 damage based on distance. Any infantry within the 3-4 range will take the minimum 12 damage.
To compensate for the cover changes we change the Mid and Far ranges.
Modified American MKII Grenade
AoE radius: 4.0
AoE far: 2.0
AoE mid: 1.5
AoE near: 1.0
Damage far: 0.15
Damage near: 1.0
Damage: 80
With this profile all infantry out to a range of 1 die immediately, all infantry out to a range of 1.5 take 79-50 damage based on distance, and all infantry out to a range of 2 take 49-12 damage based on distance. Any infantry within the 2-4 range will take the minimum 12 damage.
The net result of the change is that the center of the grenade remains lethal but damage falls off much faster away from the center. This would hopefully result in 1-2 models of a squad getting nuked and the remainder of the squad taking medium-light damage depending how clumped they are. If squads are so grouped that they’re still being wiped out too consistently then the aoe near value could be reduced as well. Likewise if the grenade is found to be doing too little damage on the edges then the damage far value could be increased.
Posts: 1891
This would be a good way to balance grenades. Insta gib at 2 dudes, seriously damage 5, insta gib 4, etc
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