demo charge bonus damage against uncrewed support weapons
Posts: 328
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.
Posts: 17914 | Subs: 8
Posts: 328
Posts: 1276
Well, at least demo would have a purpose again.
Oooooooooooooof
Posts: 328
Oooooooooooooof
It's so true, they went from being blob annihilators and panther killers to virtually useless.
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.
Posts: 545
Posts: 3053
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).
Posts: 328
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.
Posts: 1484
Posts: 328
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.
Posts: 3166 | Subs: 6
Trying to balance them as a squad wiping tool will never work, as the countless past changes confirm.
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.
Posts: 868 | Subs: 5
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.
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)
Posts: 3260
Posts: 2885
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.
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.
Posts: 2885
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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