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Sniper vs. buidings

27 Aug 2013, 10:56 AM
#21
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post27 Aug 2013, 09:44 AMDmeets


Isn't it a sweet deal if it's your mortar?


Sure, but when it doesn't happen a mortar can shoot 20 rounds into a house without getting a single squad out of it.

The criticals have too huge an effect when they happen, yet happen too rarely to ever rely on getting. They're RNG gameplay at its worst.
27 Aug 2013, 11:07 AM
#22
avatar of Nullist

Posts: 2425

Permanently Banned
jump backJump back to quoted post27 Aug 2013, 10:56 AMCruzz
The criticals have too huge an effect when they happen, yet happen too rarely to ever rely on getting. They're RNG gameplay at its worst.


Has to do with where it hits the building, as in how much of the building is within the AoE, as in how much net dmg it takes.

Nothing to do with criticals.
27 Aug 2013, 11:43 AM
#23
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post27 Aug 2013, 11:07 AMNullist


Has to do with where it hits the building, as in how much of the building is within the AoE, as in how much net dmg it takes.

Nothing to do with criticals.


So you're telling me that a single riflenade does enough damage to collapse a church as long as you aim properly, while the church can take 20-30 atgun rounds or 2 demolition charges without collapsing normally?
27 Aug 2013, 11:49 AM
#24
avatar of Dmeets

Posts: 69

jump backJump back to quoted post27 Aug 2013, 11:43 AMCruzz


So you're telling me that a single riflenade does enough damage to collapse a church as long as you aim properly, while the church can take 20-30 atgun rounds or 2 demolition charges without collapsing normally?


I agree a rifle grenade should not bring down a full-health church. But 20-30 AT gun rounds? Sounds like an exaggeration
27 Aug 2013, 12:51 PM
#25
avatar of Blovski

Posts: 480

@Topic: snipers are still reasonably threatening to units in buildings. Soviet snipers especially can normally force units out reasonably quickly. Small arms vs. buildings needs to be stronger.
27 Aug 2013, 14:52 PM
#26
avatar of Nullist

Posts: 2425

Permanently Banned
jump backJump back to quoted post27 Aug 2013, 11:43 AMCruzz


So you're telling me that a single riflenade does enough damage to collapse a church as long as you aim properly, while the church can take 20-30 atgun rounds or 2 demolition charges without collapsing normally?


Yes. I am.

But you completely missed my point, if that was what you thought it was.
27 Aug 2013, 17:19 PM
#27
avatar of Blastom

Posts: 13

jump backJump back to quoted post27 Aug 2013, 08:51 AMlink0
Buildings are "safe" until a single mortar shot takes out a building with 80% hp. The RNG strikes again.

The problem is that sniper didn't in the same barracks with mortar.
The problem is that if the soviet goes T1, there's no good anti-building option for it.
27 Aug 2013, 18:09 PM
#28
avatar of rofltehcat

Posts: 604

jump backJump back to quoted post27 Aug 2013, 17:19 PMBlastom

The problem is that sniper didn't in the same barracks with mortar.
The problem is that if the soviet goes T1, there's no good anti-building option for it.


Flamers in M3 is very effective vs. buildings...
27 Aug 2013, 18:11 PM
#29
avatar of pewpewforyou

Posts: 101

jump backJump back to quoted post27 Aug 2013, 17:19 PMBlastom

The problem is that sniper didn't in the same barracks with mortar.
The problem is that if the soviet goes T1, there's no good anti-building option for it.


Huh? Flaming clown car is the only really effective counter to buildings.
28 Aug 2013, 15:01 PM
#30
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post27 Aug 2013, 17:19 PMBlastom

The problem is that sniper didn't in the same barracks with mortar.
The problem is that if the soviet goes T1, there's no good anti-building option for it.

What about Penals. Anti buildings is about all they are really good for.
29 Aug 2013, 04:23 AM
#31
avatar of JohanSchwarz

Posts: 409

I find buildings are just seriously broken in this game. They either take way too much effort to dislodge squads out of, or they insta-collapse from 1 explosion; neither of which are what people want to see, I'm sure.

Aside from the random mortar/grenade killing a building in one-hit, the most consistent methods of clearing buildings is flamer clown car for Soviets and flame halftrack for the Germans (pioneers and engineers running up with flame packs just don't work very well) and even then the flame damage can be inconsistent. That's not a lot of options, frankly.
30 Aug 2013, 10:50 AM
#32
avatar of Abdul

Posts: 896

jump backJump back to quoted post27 Aug 2013, 11:49 AMDmeets


I agree a rifle grenade should not bring down a full-health church. But 20-30 AT gun rounds? Sounds like an exaggeration


I find buildings are just seriously broken in this game.


enjoy

http://www.youtube.com/watch?v=gWm1RuzszOA&feature=youtu.be
30 Aug 2013, 11:09 AM
#33
30 Aug 2013, 11:25 AM
#34
avatar of TimeKilla

Posts: 60

jump backJump back to quoted post30 Aug 2013, 11:09 AMDmeets


That was simply ungodly!


For some reason that looked fine to me theres always a chance IRL that could happen.
30 Aug 2013, 12:17 PM
#35
avatar of BabaRoga

Posts: 829



For some reason that looked fine to me theres always a chance IRL that could happen.


What does IRL stand for

p.s. I hope its not 'in real life'
30 Aug 2013, 13:48 PM
#36
avatar of timujin.il

Posts: 107

i do like the RNG it adds unexpected events and suspension to the game. In many ways most of COh1 great casts were about games that include extraordinary events that make you "OMG"
(like in that video with the church)

but..
there is a lack of tools to dislodge an mg from a building except flamers.

i am not sure about snipers but mortars should be more useful against buildings.
30 Aug 2013, 13:51 PM
#37
avatar of TimeKilla

Posts: 60



i am not sure about snipers but mortars should be more useful against buildings.


Yup mortars should be able to do a decent job just makes sense.
30 Aug 2013, 14:02 PM
#38
avatar of JohanSchwarz

Posts: 409

They need to not only do a better job but also a more consistent job. I understand there is this thing called RNG but one-shotting a full-hp building sometimes and tickling it most of the time is just ridiculous.
30 Aug 2013, 14:54 PM
#39
avatar of Abdul

Posts: 896

i do like the RNG it adds unexpected events and suspension to the game. In many ways most of COh1 great casts were about games that include extraordinary events that make you "OMG"
(like in that video with the church)


yea like losing the game early for no fault of yours, so omgnjoyable
1 Sep 2013, 18:38 PM
#40
avatar of TimeKilla

Posts: 60

i do like the RNG it adds unexpected events and suspension to the game. In many ways most of COh1 great casts were about games that include extraordinary events that make you "OMG"
(like in that video with the church)


Yeah totally sucks if it happens to you but another RNG stuff will happen to the other player so everything is even in the end.
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