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Grenade Model Cap

7 May 2019, 23:47 PM
#21
avatar of WAAAGH2000

Posts: 731

jump backJump back to quoted post7 May 2019, 23:33 PMLago


If you've flanked with the infantry squad, a two model grenade blast will knock it down to two models. Two model MGs don't have good chances of packing up and running.

If you try to kill it frontally with a grenade, it probably won't work any more.

Most time MG has infantry cover
Now——that's flanked enemy squad maybe kill my MG squad with grande,I should move my MG
Limit 2 model——that's grande can't kill my MG,so keep fire suppression enemy squad,and my other infantry squad can deal flanked squad
7 May 2019, 23:56 PM
#22
avatar of WAAAGH2000

Posts: 731

And,now you have chance use 30 ammo to exchange enemy 200~300 manpower,if limit 2 model,even kill 2 ober you only exchange 80 manpower
8 May 2019, 00:47 AM
#23
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

jump backJump back to quoted post7 May 2019, 17:18 PMLago


However the Ostwind and mines work is what I'm thinking.


It is a damage cap, not a kill cap as you are suggesting. There isn't an easy, straightforward way to do kill caps.
8 May 2019, 01:07 AM
#24
avatar of thedarkarmadillo

Posts: 5279



That's a silly complaint since it'll fire the follow up shot roughly .3 seconds afterward. You wouldn't even have noticed it if they didn't say something.

I'm talking about how units like the sturmtiger and KT and is-2/152mm units and demo, even the aoe of the walking stuka have all been toned down to RNG wipers instead of simply capping the damage they can deliver at any one time.
8 May 2019, 05:43 AM
#25
avatar of FelixTHM

Posts: 503 | Subs: 1

2 cap for standard infantry grenades, but i think the more restricted grenades could be 3.

those capped at 3 would be- bundled nades, light gammons, gammon bombs (using this an opportunity to buff them to an attractive state, likely with a slightly shorter timer so its vehicle stun trait becomes possible) and possibly the shock nade, simply to reinforce them as AI masters

also if you are making that step could we make the demo charge capped at 3 and camoed again? ive been informed that having an MG is not possible for the soviet, so a way to punish blobs before t4 would be a great addition to the faction.


But demos didn't punish blobs. They made it the only way to play. By wiping any individual squad that dared to cap without being escorted by the sweeper squad, the only solution was then to make sure that all the squads were next to the sweeper squad.
8 May 2019, 07:27 AM
#26
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

It should be noted how the current damage cap is implemented is that the two models take the full damage and the rest of the squads take none. When another hit lands which has its damage capped, the models selected are random I believe.

The reason is being done for the Ostwind as it fires 8 shots in rapid succession that will decimate grouped infantry.

As for grenades themselves, I don't think they should be capped given that you can generally see them coming and they shouldn't become undogeable where it's free damage.
8 May 2019, 07:33 AM
#27
avatar of Highfiveeeee

Posts: 1740

Fixing the horrendous lag issues should fix the issues with nades.
Otherwise I'm totally fine the way they are now.
8 May 2019, 11:17 AM
#28
avatar of Sander93

Posts: 3166 | Subs: 6

I didn't even know capping was possible! Why aren't we using this more? Would love to see heavy hitters like the IS-2 actually have some accuracy, the reason it was nerfed was because it was a squad wipe machine. Let's give it some freakin' accuracy and just put a cap on it so it can actually hit tanks half decently without deleting Grenadier squads.


It would be much better to fix heavy tank infantry damage by using a Brummbar-style AOE profile that doesn't have a huge one hit kill radius (the 80 damage radius) but instead deals significant health damage in a large area, so 1-2 shots will reliably force a squad to retreat regardless of scatter.

Tank AOE damage should not be artificially capped at 2 models because it would encourage blobbing and tanks should still be able to take advantage from model clumping. For example when a squad is on the wrong side of cover it's a player error that should be allowed to be punished and the squad should take full damage when the shot scatters into the cover behind them.
10 May 2019, 10:07 AM
#29
avatar of NaOCl

Posts: 378

jump backJump back to quoted post7 May 2019, 16:25 PMLago
Anyone else think grenades should have a 2 model kill cap like mines do?

Combine it with much faster wind-ups/detonation timers and cover bypassing (for some reason directional cover damage reduction works on them) and they'll be much more generally useful rather than squadwipe bombs that only work if the opponent's not looking.


Terrible idea. Would benefit allies too hard as their unit size is much higher.
13 May 2019, 02:04 AM
#30
avatar of Loren

Posts: 107

Mines have a cap, because it was RNG squad wipe.

Grenades are L2P squad wipe, therefore don't need any cap.


+1
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