Can we agree something needs to change on explosives
Posts: 503
last night I was in 2v2 on semoisky and SU opponent built 2 HM-38's and USF opponent built 2 M8 scott howitzers in mid game once his ally had guards/zis combo up to stop my vehicles from darting in and destroying them. My grenadier lmgs dropped so fast it wasnt even funny...i tried avoid heavy cover to avoid clumping up but then my grens melted to the usf inf onslaught.
Granted, everyone is affected by new squad tight clumping but the grens are hurt the most because they need lmgs to be viable as game progress, and once you get the lmg you have to be stationary to use it so you are mortar/howitzer food...at least with okw you have sturms that can always be on move, SU has cons, penals, shocks and usf has...well everything. My only move would be to get PGs which I did but they are so freaking expensive.
If that wasn't bad enough, usf got a 105mm sherman and started 1 shotting 3 and 4 man squads at almost every opportunity. And no I didn't blob my units at all...but each squad packs themselves so tightly they are basically always in danger of being annihilated by any type of explosive round even when the squads are full health and 4 men still.
I like the new cover system in that it fixed units being next to green cover and not taking it even after several clicks but I hate how powerful explosives have become due to the same system.
Is relic aware of how powerful this is now?
One last thing, in that semoisky game when it was all over but the crying, i was messing around and used rifle nade to fire on a full health guards squad at the stone wall by our base...entire squad went down! that is ridiculous.
/rant over
Posts: 54
If stuff really whipes that regularly, yeah I reckon something needs to change. Lower damage would be my pick, since too small of AOE's just means shots miss and don't do anything.
OTOH grens with LMG's being less viable is something I will always endorse. Wehr has the easiest access to a variety of units and I think it's stupid as hell that one of their strongest strategies should involve just building one type of thing.
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Posts: 612
Here is a list of Axis units doing the same:
StugE
P4
mortar
rifle grenades
pgren bundle grenades
assault gren grenades
mortar halftrack
brumbar
Panzerwerfer
stuka fuss
infantry support gun
TigerI
sturm tiger
Posts: 4928
Posts: 612
To be fair the Sturmtiger better fucking well wipe a squad that isn't actively trying to avoid it. It only takes 4 seconds to fire and a minute to reload.
It is well fine it wipes whatever it hits, my point with this one is that the infantry grouping is to blame, the units not. Before infantry would spread out, many times even outside of cover. The new change makes infantry prone to getting in cover correctly, but that means the bunch more so your shell will have a much better chance of wiping (or in this case more models are clumped to be effected)
Posts: 4928
Posts: 331
Replicate how all explosive type weapons work in vcoh as closely as possible, arty, rockets, tank shots, nades, mines etc
And they need to make unitd fan out, expand and contract on movment like in vcoh. The distances between moving inanfty was like 3-4 time greater than in coh 2.
Do that and half the issues of the game disapear
Posts: 142
I built 2 HM-38 120mm mortars in a 3v3 team game, and I scored 49 and 52 kills respectively on Lanzerath Ambush a couple days ago. Every time my wehr opponents grenadiers would stop to fire lmgs they would die like flies. I can post replay if necessary...
last night I was in 2v2 on semoisky and SU opponent built 2 HM-38's and USF opponent built 2 M8 scott howitzers in mid game once his ally had guards/zis combo up to stop my vehicles from darting in and destroying them. My grenadier lmgs dropped so fast it wasnt even funny...i tried avoid heavy cover to avoid clumping up but then my grens melted to the usf inf onslaught.
Granted, everyone is affected by new squad tight clumping but the grens are hurt the most because they need lmgs to be viable as game progress, and once you get the lmg you have to be stationary to use it so you are mortar/howitzer food...at least with okw you have sturms that can always be on move, SU has cons, penals, shocks and usf has...well everything. My only move would be to get PGs which I did but they are so freaking expensive.
If that wasn't bad enough, usf got a 105mm sherman and started 1 shotting 3 and 4 man squads at almost every opportunity. And no I didn't blob my units at all...but each squad packs themselves so tightly they are basically always in danger of being annihilated by any type of explosive round even when the squads are full health and 4 men still.
I like the new cover system in that it fixed units being next to green cover and not taking it even after several clicks but I hate how powerful explosives have become due to the same system.
Is relic aware of how powerful this is now?
One last thing, in that semoisky game when it was all over but the crying, i was messing around and used rifle nade to fire on a full health guards squad at the stone wall by our base...entire squad went down! that is ridiculous.
/rant over
Ha ha ha serves you right you Axis fanboy. I'm so delight to see those A-move grens of yours be wiped out of the planet time after another, so much i just can't get enough of it
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Wait, what were the cover changes last patch?
If you haven't played the new patch yet, you will immediately notice that squads will "stick" to cover positions, and the entities will group up on cover much tighter and not stand in the open. So cover didn't really change, just unit spacing in cover and that makes explosives much more effective.
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I hate rifle grenades being used against me ;_;
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