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demo charge bonus damage against uncrewed support weapons

25 Aug 2018, 15:32 PM
#1
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

If one demo charge could be used to destroy an uncrewed support weapon it would give them more utility through an entire match.

Just an idea. As someone who used to always use a demo charge + mine combo I miss having a reason to use demo charges now.
25 Aug 2018, 18:28 PM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

Well, at least demo would have a purpose again.
26 Aug 2018, 14:42 PM
#3
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

It would certainly be a lot more useful than whatever they can be used for now. In 1vs1 and 2vs2 it would be a really helpful ability to have.
26 Aug 2018, 15:29 PM
#4
avatar of Mittens
Donator 11

Posts: 1276

jump backJump back to quoted post25 Aug 2018, 18:28 PMKatitof
Well, at least demo would have a purpose again.






Oooooooooooooof
26 Aug 2018, 15:36 PM
#5
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

jump backJump back to quoted post26 Aug 2018, 15:29 PMMittens


Oooooooooooooof


It's so true, they went from being blob annihilators and panther killers to virtually useless. :*(
26 Aug 2018, 16:13 PM
#6
avatar of ferwiner
Donator 11

Posts: 2885



It's so true, they went from being blob annihilators and panther killers to virtually useless. :*(


I think the old demo was much better than the new one design wise. Sure, it was devastating, but a player should also use sweepers to guide his blobs either way. Now they reduced the potency of demos and mines to the point when you can actually do pretty well without even knowing what minesweeper is. Which is nothing more than noob firendly oversimplification of the game.

What is more the demo is now more cheesy than ever as its only use is to blow up buildings from behind sightblockers, using the fact that most players never rotate their camera. In similar manner it is sometimes put on the retreat path of enemy blobs which is kind of cheesy as well. In these uses it ofers too much power for too little cost.

The suggestion of OP is nice, in the sense that in this way demos will be finally used for actually demilising something. On the other hand, it would look pretty pitiful when soviets pay 60 muni for something okw can do in similar time and actually gaining the resources.

As I see it, the main problem with old demo was that you could put it in the middle of the road, and enemy soldiers would need sweepers to see that huge charge over there. So maybe the right solution would be to give demo its old camo and cost back, but only when it is placed in cover or when you click on the building. Otherwise it would work like current demo, without a camo.
26 Aug 2018, 17:35 PM
#7
avatar of Switzerland
Donator 33

Posts: 545

If we make demos good again all the goats Paula and SPrice sacrificed to see them gone will have died in vein and the A mover hero’s will weep. But now indeed they could use something to make them worth any investment whatsoever. A trap function on a building, a vehicle stun, an area denial fire, dunno but something better than its current do not use status.
26 Aug 2018, 18:22 PM
#8
avatar of LoopDloop

Posts: 3053

I like the idea of camo in cover, especially since goliaths still have it.

Just a few other (not necessarily balanced or good) ideas off the top of my head:

Shortening the radius of detection so infantry at least have to be much closer to see it.

Making it so vehicles can’t detect them.

Adding a 1.5-2 second timer before detonating that’s visible to everyone.

Reverting them to the old style demo charges but making it so they only reduce squads to one man (sort of like mines).
27 Aug 2018, 03:01 AM
#9
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

Camo in cover would be great, but doesn't really change the original problems much, as there is enough cover on maps to still be able to use them to easily wipe squads.

But if the other change of 'only' causing them to wipe several models in a squad could be added you'd have a more balanced and really useful demo charge again (you could make them easily detectable by sweepers at a larger range to reward good play).

That plus the ability to destroy a support weapon with one demo would make them useful again and more tactical.
27 Aug 2018, 14:21 PM
#10
avatar of WingZero

Posts: 1484

90 munitions to destroy support weapons? Why not just use "A" hotkey to destroy them with tanks/At gun?
27 Aug 2018, 15:28 PM
#11
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

65 now, and in the early and mid game it would be very useful. That's exactly the time when you want to deny them support weapons but don't have an AT gun in position (and even when you do it takes awhile) or good enough/safe armour yet.

If you don't have time to safely steal it, and know they are about to re-take it you can destroy it. There have been loads of times I've needed to do that in 1vs1s.

It would make demos useful and finally give them utility beyond blowing up buildings.

27 Aug 2018, 15:57 PM
#12
avatar of Sander93

Posts: 3166 | Subs: 6

Make them cheaper, reduce damage but give them more utility like destroying cover, obstacles and uncrewed team weapons and whatever.

Trying to balance them as a squad wiping tool will never work, as the countless past changes confirm.
27 Aug 2018, 16:00 PM
#13
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

Make them cheaper, reduce damage but give them more utility like destroying cover, obstacles and uncrewed team weapons and whatever.

Trying to balance them as a squad wiping tool will never work, as the countless past changes confirm.


That sounds perfect, better to give them some use rather than leave them as virtually useless. This is a good compromise to make them worthwhile and give them tactical use again.
27 Aug 2018, 18:01 PM
#14
avatar of Felinewolfie

Posts: 868 | Subs: 5

jump backJump back to quoted post25 Aug 2018, 18:28 PMKatitof
Well, at least demo would have a purpose again.


If ever had a purpose again it would need to be re-nerfed into deeper uselessness.

It's interesting how USF, one of the most micro-intensive faction was made more complicated
by removing smoke grenades from RMs... :) Sigh.
27 Aug 2018, 18:05 PM
#15
avatar of Felinewolfie

Posts: 868 | Subs: 5



I think the old demo was much better than the new one design wise. Sure, it was devastating, but a player should also use sweepers to guide his blobs either way. Now they reduced the potency of demos and mines to the point when you can actually do pretty well without even knowing what minesweeper is. Which is nothing more than noob firendly oversimplification of the game.

What is more the demo is now more cheesy than ever as its only use is to blow up buildings from behind sightblockers, using the fact that most players never rotate their camera. In similar manner it is sometimes put on the retreat path of enemy blobs which is kind of cheesy as well. In these uses it ofers too much power for too little cost.

The suggestion of OP is nice, in the sense that in this way demos will be finally used for actually demilising something. On the other hand, it would look pretty pitiful when soviets pay 60 muni for something okw can do in similar time and actually gaining the resources.

As I see it, the main problem with old demo was that you could put it in the middle of the road, and enemy soldiers would need sweepers to see that huge charge over there. So maybe the right solution would be to give demo its old camo and cost back, but only when it is placed in cover or when you click on the building. Otherwise it would work like current demo, without a camo.


People bitch about Blobs, yet also insist for each and every blob denial tool to be removed
from the game. Why do the devs cater to A-moving heroes if power blobbing is seen as an issue?

- I like demos being stealthed in cover, like the Goliath :)

PS : I think salvage capable units can salvage them for munitions, or something (ie: OKW can do for free)

27 Aug 2018, 18:07 PM
#16
avatar of Lago

Posts: 3260

Maybe Airborne demos is the way to go? Make them pretty cheap, but they have a timer rather than a detonator?
27 Aug 2018, 18:25 PM
#17
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post27 Aug 2018, 18:07 PMLago
Maybe Airborne demos is the way to go? Make them pretty cheap, but they have a timer rather than a detonator?


That is what satchels are for. Timed demos would be just redundant. LoopDoop's idea to give a short timer after detonator has been clicked is much better.
27 Aug 2018, 18:34 PM
#18
avatar of Sander93

Posts: 3166 | Subs: 6


People bitch about Blobs, yet also insist for each and every blob denial tool to be removed
from the game. Why do the devs cater to A-moving heroes if power blobbing is seen as an issue?


9/10 demos are/were not used for blob denial but to casualy wipe a squad here and there, which is cheesy af and way too cost effective. While there's no denying that there need to be effective blob denial tools, demos are not suited for it.
27 Aug 2018, 18:35 PM
#19
avatar of ferwiner
Donator 11

Posts: 2885

I just got an idea of more realistic demo charges. In the open ground such a charge would not kill too many people as it has no fragmentation component. So here is the proposal: give them their camo back, make them do little (less than 80) damage to infantry, but keep their crit against buildings. That way you can only use them as building traps, so enemy has a choice: either use sweepers or avoid buildings. It is also much easier to find them that way as you know where to look for. And if you get wiped by them, you know you are the only one to blame.
27 Aug 2018, 18:37 PM
#20
avatar of Katitof

Posts: 17914 | Subs: 8



9/10 demos are/were not used for blob denial but to casualy wipe a squad here and there, which is cheesy af and way too cost effective. While there's no denying that there need to be effective blob denial tools, demos are not suited for it.

If there only was a way to code in a cap on how many models could die from demo, hell we could even go a step further and apply that to mines too maybe.

Oh wait...

Its not like the game isn't full of silly, immersion breaking crap for the sake of balance anyway, if a sniper can get a headshot from a mortar round and shrug it off, one model could survive demo.

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