Dodging satchel charges??
Posts: 589
It was a 2v2 so some lag was present probably, but the damn things could simply not be dodged! I started moving when I saw the windup animation and yet I would get reduced to 1 man every time. this happened probably 5 times in the game, forcing retreat on every occasion!
Was this game just laggy or are satchels really this good?
Posts: 589
Posts: 2425
Permanently BannedSatchels are seriously dangerous, but considering their short throw range, they are almost as big a risk to the thrower as the receiver.
Overall, I think Satchels could use 1+s timer on the ground. Means they are still good vs buildings, but risk/reward for such a huge ans powerful blast isma bit off against the timer, since the timer is so short there is little opportunity to move models out ofnits AoE.
Posts: 139
Posts: 476
How to deal with them: Don't let Penals get near. They have high dmg, but low hp.
Posts: 589
Posts: 476
Posts: 2425
Permanently BannedInfantry doesn't have time to move out of its AoE due to retarded dancing.
"Herpderp cant you dodge nades noob" is not a valid argument.
Posts: 150
Infantry doesn't have time to move out of its AoE due to retarded dancing.
and also retarded command lag.
Posts: 1221 | Subs: 41
That said, it would be nice if this satchel nerf came with some kind of buff to either survivability (ie. more durability than a conscript, please) or ranged attack ability (right now a single grenadier squad is pretty much equal to them at range). Feels like they're mostly made for laming people with the two flamethrowers from a scout car and then going to their base to satchel them, in field combat they're pretty bad for cost...
Posts: 2425
Permanently Bannedranged attack ability (right now a single grenadier squad is pretty much equal to them at range)
They have far better DPS than Grens:
https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdEpuSHcxNko1VGVFYjczYXpFZWhqOHc#gid=0
Grens n/m/f: 3.803/2.415/1.027
Penal n/m/f: 5.725/3.611/1.497
That's including reload time.
Posts: 1221 | Subs: 41
They have far better DPS than Grens:
https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdEpuSHcxNko1VGVFYjczYXpFZWhqOHc#gid=0
Grens n/m/f: 3.803/2.415/1.027
Penal n/m/f: 5.725/3.611/1.497
That's including reload time.
You meant to say they have better DPS when the grenadiers don't have an LMG42 or G43s. They're 50% more expensive than grenadiers with less survivability and utility so I don't think wanting to see some kind of buff to them should their one trick get nerfed be that unreasonable. I'd love to see a long range weapon upgrade for munitions option on them for instance.
Posts: 2425
Permanently BannedYou meant to say they have better DPS when the grenadiers don't have an LMG42 or G43s.
Obviously without LMG or G43. If I'd have given stats for LMG or G43s, Id have said so.
They are all viewable on the link I provided. The stats I referenced are for unupgraded Grens and Penals, and per model.
The TOTAL unit DPS of these is as follows:
(n/m/f)
Vanilla Grens: 15.21/9.66/4.11
Grens with 2x G43: 34.01/16.51/9.01
Penals: 34.35/21.66/8.98
So you see Penals, ACTUALLY have very close far and near DPS, and a notable advantage in mid range, compared to Gren G43s. They have DOUBLE the DPS of a vanilla Gren squad.
with less survivability.
How do you figure that?
Its 6 man with 1 armor, which is equivalent to Cons, which is equivalent to Gren 4 man with 1.5 armor.
I'm not disputing Penals may need changes, but anyone claiming their DPS or survival is lower than Grens is just flat out wrong and false.
Posts: 255
Posts: 2425
Permanently Banned3x3.803+17.098=28.51
You need to use the figure that includes reload times.
The complete table is:
Vanilla Grens: 15.21/9.66/4.11
Grens with 2x G43: 34.01/16.51/9.01
Grens with LMG: 28.51/23.05/17.60
Penals: 34.35/21.66/8.98
So, Gren LMG is worse than Penals or G43s in close range, but better at far range.
Posts: 255
Posts: 2425
Permanently BannedAccording to http://coh2-stats.herokuapp.com/flame_throwers there are also two types on Sov.
The one he used for Penals:
http://coh2-stats.herokuapp.com/flame_throwers/11
The one he used for CEs:
http://coh2-stats.herokuapp.com/flame_throwers/12
Superficially the Penal Flamer seems to be inferior, with longer aim/reload times leading to less effective DPS time. I think something is wrong with these flamer figures overall though, and looking at this mess is giving me that very familiar old #&¤/ing headache that all so often follows from trying to make sense of Relic's numbers ffs...
Posts: 589
http://www.youtube.com/watch?v=1ZGpy0u1WiA
edit: i'm halfway through the replay at the mid-game analysis and there have been 3 satchel throws, each one reduced the enemy squads to 1 man.
Posts: 627
Satchel Charges are ridiculously powerful. The AOE is quite large for a 3 second charge. Its saving grace is that because of pathing your Penals will probably walk into it and kill themselves.
If that isn't risk-reward, I don't know what is.
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