Penal Satchel Charges
Posts: 238
Was this intentional by relic or a bug that satchel charge to ZERO damage to buildings now (house/garrisons).
This is crazy to throw this in a house and they unit gets out and just right back in. It should blow the house up like it has been doing for 2 years.
Bug? Intentional?
Thoughts
Posts: 17914 | Subs: 8
No one knows what they will do about it.
Posts: 1585 | Subs: 1
Posts: 238
Posts: 1585 | Subs: 1
So the one reason to even make penals, they removed it.....
Unless you need to take out a lot of bunkers before the 8 minute mark and you don't want to use a Zis, yes, there is no reason to make penals.
Posts: 640 | Subs: 1
Posts: 1954
I sure there is a post on this already but didn't see it.
Was this intentional by relic or a bug that satchel charge to ZERO damage to buildings now (house/garrisons).
This is crazy to throw this in a house and they unit gets out and just right back in. It should blow the house up like it has been doing for 2 years.
Bug? Intentional?
Thoughts
Relic changed its damage when they nerfed grenades against buildings. I think one of them said they would fix it but it never happened. Penals used to be fun to make in a pack of 3 and go hunting trucks. Now they just have an expensive grenade with a long timer and no throwing range. Since the nerf to RA for some of the Axis units, even their flamethrower role isn't worthwhile. Combine that with the sniper that regularly loses a model that costs 100mp to replace and there is no reason to build T1 at all.
Posts: 2885
I especially like how satcheling a building with an MG42 in it manages to kill a single model and tickles the others.
It's not entirely true. It depends how squads are set up in a building. If a unit has 4 windows facing same direction and a 4 men mg squad is shooting against infantry in that direction they can be all killed with one granade. Any granade. This is the case on the north-east building on semoisky near the cutoff for example. Its west wall is designed in such pattern that mgs, and all the other 4 men squads are super easy to wipe with nades there.
Posts: 640 | Subs: 1
snipWell I mean, I didn't claim it happens 100% of the time.
And of course I hope we all agree the satchel should do considerably more damage than any grenade, especially against garrisons.
Posts: 503
I especially like how satcheling a building with an MG42 in it manages to kill a single model and tickles the others.
I thought people were exaggerating until yesterday I threw a satchel on a small building with MG 90% hp and 4 models inside. I killed 1 model and did about 15% damage to the ambient building. That's ridiculous. Their only utility is satchel plus durable flame platform and with flame damage being worse against garrisons than before and with satchel not able to do much damage to garrisons, I see no reason to build penal troops.
Posts: 1593 | Subs: 1
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#pepperidgefarmsremembers
Posts: 587
Can you remember when Satchels killed your own penals and would wipe any squad caught in deep snow?
#pepperidgefarmsremembers
That was when Satchels had 10 AOE, since then Relic has ninja nerfed it to 6 AOE, since penals cost less
Posts: 1664
Can you remember when Satchels killed your own penals and would wipe any squad caught in deep snow?
#pepperidgefarmsremembers
It was fun too
Posts: 640 | Subs: 1
That was when Satchels had 10 AOE, since then Relic has ninja nerfed it to 6 AOE, since penals cost lessI really wish Relic understood the way AoE changes work. The AoE radius change from 10 to 6 actually reduces the area of effect by 64%, so to about ONE THIRD of what it used to be.
I didn't see Penals cost reduced to 1/3 of their old cost.
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