OKW Minesweepers vs Demo Charges.
Posts: 15
Either OKW should be granted a more viable mine detection unit, or the maximum damage of the demo charge should be greatly reduced. Or perhaps a subtle audio warning could be implemented.
As it stands now, it seems somewhat absurd to commit 600+ manpower just to be able to capture territory at more than one place in the map at the time without instantly losing a squad to a 90 munition tier 0 ability.
Thoughts?
Posts: 453
Posts: 875 | Subs: 6
To make demos properly fill their role of countering blobs and destroying buildings instead of just being a super mine placed on points to wipe individual squads, I would set the maximum models damaged per squad to 3, (like how mines have 2) but then give them a massive AOE pin. This way they won't wipe individual squads out in the open, but they will still do lots of damage to blobs and force retreats by pinning. An individual squad will also get wiped if they are in a house, since the demo will blow it up and collapse the squad inside.
Posts: 8154 | Subs: 2
Prepare yourself for the Allied Fanboys incoming saying, "OH! there's nothing wrong with Allies having the sole ability to plant click bait TNT where they want - "Cue the fat hamburger going into they're slimy mouth."
Prepare yourself for the Axis fanboys incoming saying, OH! here comes the Allied fanboys...
4 years of this back n forth arguments.
Brainstorming ideas:
1- Reduce cost to 80, remove invisibility but only targetable with minesweepers (small arms). AoE still works. Minefield treatment.
2- Reduce cost to 50, can only be placed on constructible objects (wire, tanktraps, sandbag...) and buildings.
This are the ones which can be implemented. For other concepts:
3- A CE/Commando/AssEngi must be nearby in order to be able to explode it
Posts: 5
Posts: 1740
You can't defuse a demo as Axis without shooting it which takes ages on range for Sturmpioneers / Pioneers. If you try to defuse it with the minesweeper, your squad is gone if the enemy is not asleep.
Simply disable the activation until the minesweeper is gone again just like usual mines don't blow up in a specific timeframe (when they are visible).
Posts: 2636 | Subs: 17
The goal of this change is that you can no longer predict whether triggering the demo will wipe a squad that's standing right on top of it, yet the demo charge will cause massive casualties to an enemy blob.
Something needs to be done with Demos at somepoint.
Posts: 4314 | Subs: 7
Another option is to give demo charges a randomized explosion. That is to say, triggering the demo spawns (say) 4-5 explosion sources within the same 8-yard radius.
The goal of this change is that you can no longer predict whether triggering the demo will wipe a squad that's standing right on top of it, yet the demo charge will cause massive casualties to an enemy blob.
Something needs to be done with Demos at somepoint.
Can you just make them so they wipe only max_squad_members - 1 member ? Something similar what was done to mines.
By this you will still be punished by capping with weakened squads or blobing.
Or just make them as booby trap copypasta from OKW, they plac it on strategic point and it turns into booby trap. Make them also deployable on buildings and bridges, thats it
Posts: 1108
Posts: 3602 | Subs: 1
give them a 3 second timer
This, so it become something a bit more skillful
Posts: 15
I especially like the idea of turning it into a massive aoe suppression tool.
Posts: 484
Posts: 3145 | Subs: 2
Another option is to give demo charges a randomized explosion. That is to say, triggering the demo spawns (say) 4-5 explosion sources within the same 8-yard radius.
The goal of this change is that you can no longer predict whether triggering the demo will wipe a squad that's standing right on top of it, yet the demo charge will cause massive casualties to an enemy blob.
Something needs to be done with Demos at somepoint.
How about just making it only deployable on structures like in COH, hmmm? Because I don't believe the Soviets in reality could spare explosives on randomized places on the battlefield in hopes they would catch an off guard German squad and blow em to high hell.
Demolition charges should be used for what they were intended, blowing bridge, obstacles and denying the enemy strategic structures, not using them as MLG pro competitive trap bombs like it is now, that's just cheesy bullshit.
Nobody complained about demo charges in the first game after the change was made for them to be only deployable on structures and not like, sandbags like it was before.
And the commando demo charges weren't there most of the time to make a drastic impact since most British players like me preferred to go either Royal Artillery or Royal Engineers.
Posts: 2272 | Subs: 1
after this, your opponent usually stops laying them.
also demo charges usually mean no mines
Posts: 1003
Better detection range for recon units, less for combat oriented (Wafen (ober), Rangers, Storms).
Second thing, recon vehicles need abtain more invisible detection range. Kubel, jeep, Puma, AEC, ...., ares recon vehicles, but many times are not able detect sniper 10m away.
Lets make recon vehicles great again, as in CoH1 was.
Posts: 466
Posts: 1096
add flares to the stuka bomb then u can touch demo charges
we can also scale back the ninja buff
Posts: 2635 | Subs: 4
Permanently BannedIf moders whanna nerf demo to stop wipes, should nerf all weapons,all bombs, all rockets, all shoots (hello ST) for survive 1 man for all squads.
Add soviet factions heavy tank in tier or make is-2 callin after all tier buldings, why not ? If we change game.
Posts: 1003
Make is-2 callin after all tier buldings, why not ?
This sound interest and dont touch 1v1. Dont you want start topic about this?
Posts: 550 | Subs: 1
Poor choice of words, it is not to say they are equal. To reiterate, I do not claim that s-mines are better for cheesy 1 squad wipes. What I'm saying is: Replace demos with s-mines and we can leave this discussion behind since there does not seem any good way to balance them.
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