Conscripts AT grenade and Axis panzerfausts
Posts: 24
We have all seen conscripts AT grenades being trown at a backing tank and simply following it even if tank makes a sharp turn, same goes for panzerfaust i have personally scored some crazy hits when tank backs arround a corner and my panzerfaust still hits it. Its ridiculous and it happens really often , not to mention that it can be a game breaker.
Posts: 2470
here's what would happen if it didn't work like this. either the tank would back out of range and the ability would stop and no one would ever snare anything or it would be target ground and be MASSIVELY skill based (and would probably suck because of it; Orb of the Omnissiah anyone?).
Posts: 4301 | Subs: 2
for i.e., faust locks when it is off of the grenadier's back and at nade locks when the conscript actually wind up to throw it.
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Any other mechanic would be too hard to execute.
Posts: 4301 | Subs: 2
then you have a harder time seeing the trigger point though. and what happens if the tank drives out before that? it just stops?
yep. right now it is like touch football. i'm used to it, but almost all baseline infantries have the ability and more. i think it's just too easy to activate.
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Posts: 2070
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Permanently Bannedi think faust cannot go through buildings if the tank reverses behind it
they can
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Posts: 17914 | Subs: 8
i think the problem is that those two abilities locks on as soon as their animations begin. i think they should lock like half way into the animation.
for i.e., faust locks when it is off of the grenadier's back and at nade locks when the conscript actually wind up to throw it.
Then no vehicle below heavies would ever get hit and heavies would just deflect.
Posts: 24
Posts: 107
I would prefer if they only did normal damage and have engine damage only when hitting the rear armor? I d rather have engine damages only from mines or arty though.
Posts: 2115 | Subs: 1
you re not bothered that almost every at nade or faust causes an engine damage?
I would prefer if they only did normal damage and have engine damage only when hitting the rear armor? I d rather have engine damages only from mines or arty though.
WHO LET DA TIGERS OUT?
Posts: 2470
Yeah i get your points guys, maybe it would unballance the game if it was different,but sometimes it just look silly
it does. it's like when tanks with slow turrets shoot out the base of the turret at an angle not inline with the gun.
Posts: 24
you re not bothered that almost every at nade or faust causes an engine damage?
I would prefer if they only did normal damage and have engine damage only when hitting the rear armor? I d rather have engine damages only from mines or arty though.
that makes sense , if panzerfaust penetrated the front or side of tank if would likely kill half of the crew rather than cause engine damage, so i would go for damage the tank only rather than engine damage all the time.
Posts: 640 | Subs: 1
It makes no sense whatsoever from a realism standpoint that :
- AT nade and faust have the same range.
- they seek and autohit anything as long as it was in range when the ability was clicked
- they damage engines and don't do much damage.
From a gameplay standpoint, and in the current meta, all of this makes sense. They are designed as snares and the rest just followed.
CoH1 had a more "realistic" approach to fausts and sticky bombs (at nade equivalent). Fausts were a last ditch damage dealer, and stickies would cancel the animation if the vehicle went out of the ability range, thus making it possible for vehicles to kite riflemen, which any Axis player worth his salt did, and which caused endless frustration.
I'm not saying I wouldn't have designed this system better in CoH2, but it's what we've got and we're stuck with it.
Posts: 1605 | Subs: 1
As soon as the animation has started, your vehicle has already been snared; it just doesn't know it yet. You seem to entertain the silly notion that animations have anything to do with it.
Unless it is allied AT grenade.
Posts: 640 | Subs: 1
Posts: 721
you re not bothered that almost every at nade or faust causes an engine damage?
I would prefer if they only did normal damage and have engine damage only when hitting the rear armor? I d rather have engine damages only from mines or arty though.
Engine damage is the major reason for using the ability.
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