Some grenades can't be dodged. Qol ?
Posts: 976
2 fresh inf. squads wiped in 2 separated event even if i pushed the retreat.
The guys did start to retreat but the blast wiped them.
If mines and demos nerf were quality of life changes, maybe no skill grenades must be looked at ?
How can 2 units walked right into a stolen mg42 arc (best mg) and killed a tank that was a tank length behind the mg42 then safely retreat ?
Bugs ? or balance ?
P.S.: I got the replay.
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AFAIK all grenades are dodgeable, you just have to look out for the animation, so it seems to be a L2P problem
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which grenades are you referring to?
AFAIK all grenades are dodgeable, you just have to look out for the animation, so it seems to be a L2P problem
Not necessarily. With the CoH2 playbase a bit smaller, it is not uncommon for a player to be on the other side of the world, which results in bad ping. I have had games where I could not dodge a satchel charge because of ping. Granted this a playbase problem not a grenade problem.
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Not necessarily. With the CoH2 playbase a bit smaller, it is not uncommon for a player to be on the other side of the world, which results in bad ping. I have had games where I could not dodge a satchel charge because of ping. Granted this a playbase problem not a grenade problem.
Yeah I had games recently where dodging a UKF or USF nade was next to impossible because of input lag...
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Posts: 221
-warning gets said to late.
-/nade already landed.
-even if you run away the range is big enaugh to atleast kill a few models if not the squad or it just leaves one member on almost no health
-you're not just looking at that one unit, you're trying to micro your whole army!
this is not a l2p isue, this is a problem. most humans can't react that fast including me, and just leave the squad where it is, hoping that it still is alive and hoping it is possible to survive the retreat.
Posts: 1063
nades are almost impossible to react to cause;
-warning gets said to late.
-/nade already landed.
-even if you run away the range is big enaugh to atleast kill a few models if not the squad or it just leaves one member on almost no health
-you're not just looking at that one unit, you're trying to micro your whole army!
this is not a l2p isue, this is a problem. most humans can't react that fast including me, and just leave the squad where it is, hoping that it still is alive and hoping it is possible to survive the retreat.
Also audio cue is bugged as fuck, the warning only came after grenade has landed.
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Yeah I had games recently where dodging a UKF or USF nade was next to impossible because of input lag...
This.
Posts: 221
Also audio cue is bugged as fuck, the warning only came after grenade has landed.
yep. they gotta do something about it. maybe let nades only do health damage, but like not to much just to get the engagement in to your favor. like about half health or 4/10th of the hp, if you get what i mean. wiping squads wasn't the intention of nades, atleast i hope so.
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Posts: 221
Never had problems dodging nades. The occasional clump wipe due to retreat is also possibly due to opponent ranging the nade on retreat path. I do it pretty often when players just twitch react retreat. Audio cues is a good point though, but I don't find it consistent enough to weigh in an opinion on.
dodging nades is ez when you only have to watch one big blob...
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commando grenades are really annoying cause of high explosive range and short timer
True. But they have their grenade on cooldown now. Which makes it much harder to wipe support weapons etc with them.
Posts: 264
Clumping during retreat is 1 thing, another thing is units take more damage from explosives while moving. Sometimes its scary to do, but leaving your squad still to just " take it " is often the better idea.
I like the idea of greandes only deal HP damage instead of killing entities, that could be a nice compromise. It still makes you leave... though I guess you are spending munitions to see a squad run away, it's not bleeding his manpower, it's just kicking him off the field. So... I'd want grenades re-priced if that was the case.
Personally, I'd like to see something a bit deeper with a grenade. I'm sure they could implement a formula that a grenade simply can't 1 shot a squad. Something that never allows a grenade to deal 100% of the remaining squads hp/entities. Thus always leaving at least 1 member left alive. Not only did the nade do it's job, you can easily be cleaned up if he's set up.. but that gives the player that extra chance to survive.
Posts: 320
OKW flame nades when they got introduced were truly undodgable. They had no throw delay and no fuse timer.
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Unless you're the one doing the assaulting, running towards the one throwing the nade is a safe bet.
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