Penal Demo Charges timer too short.
Posts: 34
Posts: 111
Has anyone noticed how easy it is to bank a flamer+half track after conscript spam? Seems like a very typical strategy for players and if played quick and right can be unbeatable unless wehr has lucky pak or jaegers. New players are gonna get very frustrated quickly with this spam tactics as its hard to counter. Draws the game away from some great infantry combat aswel which I really enjoy at the start of a game. Don't know if anyone else has a problem with it but it just really bores me to see it. I usually end up saying not another one of these again!!! This has the potential to spoil so many people's enjoyment of the game.
Posts: 34
Posts: 9
Right now the demo charges are set for 3 seconds, which is 2.5 seconds by the time they hit the ground. This barely gives a squad or a vehicle enough time to get out of the way. Add to this some pathing issues and I've actually seen a penal squad blow themselves up (which was kinda cool), but I don't think the purpose of the demos should be as super powerful grenades. I would think they should be vs buildings like vcoh with a 5 second timer.
I agree that satchel charges need to be reworked.
Posts: 647
PG nades does almost the same for on a 1 sec timer and has a longer throw range. beefed up rifle grenades now detonate on impact, does very good damage and has a very long throw range.
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Posts: 532 | Subs: 1
if i'm right, Penis Battalion is equipped with SVT-40 which is good in close range? (just like CoH1 rifles) and Satchel charge timer should be changed to 4 seconds at least and damage reduced and cost maybe, because it's OP now as general Hell
I really don't see the Satchel in its current form as an issue. The only issue I have with Penals is their insane AV damage against halftracks and scout cars using only their rifles.
Posts: 2425
Permanently BannedIf you don't move intime it WILL wipe whatever infantry it lands on.
Posts: 532 | Subs: 1
Its a pretty enormous and powerful explosive.
If you don't move intime it WILL wipe whatever infantry it lands on.
With a throw range so low that you might aswell throw down your pants and do kissyfaces for letting them get that close.
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Permanently BannedPosts: 532 | Subs: 1
Mortars are support weapons that shoot at a high angle, you should not have them anywhere near the fight.
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Permanently BannedPerhaps a increased cast timer instead.
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I have, thus far, lost perhaps 5 squads total to Demo Charges. That's in 300 hours of gameplay. Either I am doing something wrong, or you are.
Posts: 604
However, everything within 2.5 units is dust by default whereas everything up to 5 units radius has a ~60% chance of dying (0.25*340 is still a lot). This ring of randomness makes them a bit too unpredictable and complicates judgement about which units to move/retreat.
But most of the other grenades also have this problem. I'd really like it if all those AoE attacks became less random.
Posts: 934
Penal squads are overall the most useless unit in the whole Russian tech tree imo. They need a slightly cheaper base cost 300MP or a faster build time. Either you only get 1 Penal squad in the early game or you use them to fill lost squads in the late game. They are effectively useless though for early game usage due to MP/time constraints.
They are a decent unit and have respectable small arms fire, evevn without the flamer upgrade.
Posts: 604
Penal satchel charges need a increased timer of 4-5 secs. The range of the throw must be increased.
Penal squads are overall the most useless unit in the whole Russian tech tree imo. They need a slightly cheaper base cost 300MP or a faster build time. Either you only get 1 Penal squad in the early game or you use them to fill lost squads in the late game. They are effectively useless though for early game usage due to MP/time constraints.
They are a decent unit and have respectable small arms fire, evevn without the flamer upgrade.
Don't their rifles make them an interesting soft counter for light vehicles? Just in case someone doesn't go guards...
Faster build time would be great, russian buildings takes ages to complete as it is.
Posts: 934
By the time you get your 4 infantry squads out you will simply be overrun by 6-7 German units.
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