Riflenades vs. Maxims
Posts: 2561
Posts: 2280 | Subs: 2
Permanently BannedPosts: 63
I can't see there being an easy fix to the cover usage of soviet 6 man squads, but I've always liked the idea of suppression halving grenade range for all units, which I feel would benefit all HMGs and even provide a soft counter to units chasing vehicles to snare them.
Posts: 1637
Why is everyone only complaining about the maxim. It takes two riflnades to kill a maxim only one to kill the US .50 cal.
Because the USF 50 cal is FINE! It should receive no buffs at all! Its so damn good you see USF players spam them every game!1111 They are the penultimate MG just look at any thread saying that it should be buffed! Anyone that loses a USF 50 cal is just a noob and need to L2P. Getting whiped from the FOW from a Vet 2 Grens Rnade is clearly L2P.
Posts: 2742
It seems to swing from being absolutely useless or incredibly powerful.
The only thing about Rifle nades is that I think they need to have a bit smaller range and instead of exploding seemingly just before impact, should have a 0.5 second timer or something.
It would give a rather negligible chance for crews to move, or at least finish up packing before the explosion hits. Once an mg team is packed up the squad usually breaks humpcover and the rifle nade is much less devastating.
MGs that completely ignore the fact that a riflenade is incoming would still eat it pretty hard.
But more than anything I feel ALL grenade abilities should be disabled or have their ranges throttled when suppressed and/or pinned.
Grenades should make quick work of mg teams when its thrown from a flanking position, not from the front. Or at least not from the front and out of cover.
Posts: 2280 | Subs: 2
Permanently Banned
The only thing about Rifle nades is that I think they need to have a bit smaller range and instead of exploding seemingly just before impact, should have a 0.5 second timer or something.
Just like the RE Fighting pit rifle nade
This is probably one of the best suggestions ive ever read on this forum
+100
Posts: 587
Posts: 1116 | Subs: 1
Permanently Banned
Just like the RE Fighting pit rifle nade
This is probably one of the best suggestions ive ever read on this forum
+100
For 30 munitions? Nah.
Posts: 111
Posts: 2280 | Subs: 2
Permanently Banned
For 30 munitions? Nah.
Wat?
This would be a possive change. Most nades cost 30 muni anyway
By ur logic guard nades should be 30muni because they are less effective, and Riflesnades 45 because they are more effective.
Posts: 3103 | Subs: 1
For 30 munitions? Nah.
I wish I could invalid HMGs from the fog of war for 30 munitions on the other factions...
I doubt a 0.5 second timer would really fix that from happening, though. Just fix the vet 2 range bonus.
Posts: 1072
As Luvnest and others have stated the main issue is that all 6 squad members clump up when in cover. I was under the impression however that grenades deal 50% reduced damage to units in cover(maybe just green?) and so having 6 guys clump up on 2 spots of cover will leave only those 2 guys with 40 health each and turn the rest to pulp.
I can't see there being an easy fix to the cover usage of soviet 6 man squads, but I've always liked the idea of suppression halving grenade range for all units, which I feel would benefit all HMGs and even provide a soft counter to units chasing vehicles to snare them.
Its the other way around. Grenades are supposed to be more effective against units in cover. Same goes for flamers.
Posts: 1194 | Subs: 1
Its the other way around. Grenades are supposed to be more effective against units in cover. Same goes for flamers.
Actually, in COH2, grenades count as regular AOE weapons. Green cover reduces all damage taken by 50% (including grenade explosions.) Yellow cover only decreases received accuracy, but has nothing to do with reduced damage, so grenades deal full damage to units in yellow cover. Flamers deal extra damage to units in buildings, but ignore regular cover. This means that a flamer shooting at units in the open deal the same damage + crit chance as when it shoots at units in green cover.
Posts: 3103 | Subs: 1
Actually, in COH2, grenades count as regular AOE weapons. Green cover reduces all damage taken by 50% (including grenade explosions.) Flamers deal extra damage to units in buildings, but ignore regular cover. Yellow cover only decreases recieved accuracy, but has nothing to do with reduced damage, so grenades deal full damage to units in yellow cover. This means that a flamer shooting at units in the open deal the same damage + crit chance as when it shoots at units in green cover.
This is how it works. And I'm pretty sure cover being directional affects grenades damage too, so they'll wreck as they usually do as long as where it lands does not have heavy cover between it and targets (fairly logical because I'm sure we've all seen kills with grenades against healthy infantry in heavy cover).
In CoH1, flamethrowers did do more damage against units in cover, but no longer...not that it matters too much I guess in CoH2, since a lot of flamethrowers' effectiveness is their chance to instakill crit anyway.
Posts: 2838 | Subs: 3
Conscripts landing easy molotovs front the front is also an issue. I think we can all agree that suppression halving grenade range overall would be a great change.
Would love that change and it should have been implemented long ago, tbh.
Posts: 1194 | Subs: 1
This is how it works. And I'm pretty sure cover being directional affects grenades damage too, so they'll wreck as they usually do as long as where it lands does not have heavy cover between it and targets (fairly logical because I'm sure we've all seen kills with grenades against healthy infantry in heavy cover).
In CoH1, flamethrowers did do more damage against units in cover, but no longer...not that it matters too much I guess in CoH2, since a lot of flamethrowers' effectiveness is their chance to instakill crit anyway.
Interestingly enough, grenades actually deal half damage to units in green cover, regardless of whether or not the cover is between the explosion an the grenade. If you spot a nade just before it lands next to your squad in green cover, it is sometimes better to just sit there and take the damage, since even a direct grenade hit will only reduce the health of models by 50% (40 damage). If you try to back away or retreat, the nade may hit your units just as they back away from the cover, potentially wiping them or dealing much heavier damage.
Posts: 2561
Posts: 258
Posts: 708 | Subs: 1
Suggestion: increase aim time, increase minimal and decrease maximum range.
Posts: 764
... I think we can all agree that suppression halving grenade range overall would be a great change.
Yup. Should have been in the game ages ago.
The whole frontal yolo'ing into MGs is a rather bad mechanic IMO.
Livestreams
9 | |||||
186 | |||||
3 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.653231.739+13
- 2.839223.790+2
- 3.35057.860+15
- 4.599234.719+7
- 5.278108.720+29
- 6.306114.729+2
- 7.645.928+5
- 8.922406.694+1
- 9.1122623.643+3
- 10.265138.658+2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
0 post in the last week
28 posts in the last month
Welcome our newest member, weekprophecy
Most online: 2043 users on 29 Oct 2023, 01:04 AM