Poll: Raketenwerfer Change
Posts: 28
Also, this should help the mod team easier so see and change the unit
I invited all of you to have an actual civil debate in the comment, with proper reason and may even better, a stat for the unit
If you have any more that wanted me to add in, leave it below
My goal is to see what change the community wanted and possibly make it easier for people to grasp where the community stand on and easier for the mod team to balance out
-Rely because i have a replying problem - the website just keep stating "Post not saved, please try again"
I thought I could add more. Sorry about that
This is just a poll that I compile most common idea that I saw around the forum. I really wanted to see what people think on these change that being throw around a lot
>Should we keep the normal camo or we use the modded camo?
>yes
>no
Yeah sorry about that Yes mean keep, No mean modded
Those are not my idea, I have my own but I rather retain and not throw more fuel on the fire and just dream about it: Like 240mm USF shell can kill fully destroy arty gun
@Gbpirate @Sturmpanther
Posts: 1153 | Subs: 1
If you really want to make a poll try using Google Drive's survey creator. It's pretty easy to use after dicking around with it for a little while.
Posts: 5441 | Subs: 36
And btw:
Should we make it have a gun shield?
This is sadly not code able for it
We all want that rakten get green cover but sadly not possible.
Posts: 4474
>yes
>no
Posts: 1002 | Subs: 2
Gun shield are bugged and inconsistent. For all of the complaints about it not having a gun shield, the effective reality is that it does nothing.
The raketen already had its collision changed to match all other projectiles in the game (IIRC).
It's just really discouraging that half of the "issues" that people cite about the raketenwerfer are actually nonapplicable or technically nonexistant.
Posts: 13496 | Subs: 1
In addition the unit needs faster reaction time, some times a vehicle pass by and the unit does not even fire.
Needs an veternacy overhaul and some bonuses when in garrison.
Posts: 1614 | Subs: 3
Gun shield are bugged and inconsistent. For all of the complaints about it not having a gun shield, the effective reality is that it does nothing.
I know gunshields generally doesn't give green cover to crew, but aren't they able to "block" tank shells, saving the crew from OHK's?
The raketen already had its collision changed to match all other projectiles in the game (IIRC).
Doesn't the rocket spawn lower to the ground compared to other AT guns, making collisions with the ground more likely?
Posts: 3166 | Subs: 6
I know gunshields generally doesn't give green cover to crew, but aren't they able to "block" tank shells, saving the crew from OHK's?
Gunshields do protect against explosives (grenades) under certain circumstances (by applying the -50% damage reduction from green cover), which seemingly mostly has to do with the angle the grenade is fired/thrown from. Presumably this also applies to tank shell AOE (but I haven't tested it).
Tests with grenades:
https://www.coh2.org/topic/95402/okw-september-patch-discussion/post/768143
On top of that another issue with the lack of a gunshield is (I think) that the entire Raketen crew usually bunches up when the gun is around environmental cover (due to squad AI trying to move all the models into cover I guess) while regular ATG crews ignore environmental cover because they technically have their own (green) cover, and their 3rd and 4th spare models usually keep much better spacing. Raketens seem to be much more prone to one shot wipes (3-4 crew getting killed in one shot) than regular AT guns because of this.
Posts: 1954
Gunshields do protect against explosives (grenades) under certain circumstances (by applying the -50% damage reduction from green cover), which seemingly mostly has to do with the angle the grenade is fired/thrown from. Presumably this also applies to tank shell AOE (but I haven't tested it).
Tests with grenades:
https://www.coh2.org/topic/95402/okw-september-patch-discussion/post/768143
On top of that another issue with the lack of a gunshield is (I think) that the entire Raketen crew usually bunches up when the gun is around environmental cover (due to squad AI trying to move all the models into cover I guess) while regular ATG crews ignore environmental cover because they technically have their own (green) cover, and their 3rd and 4th spare models usually keep much better spacing. Raketens seem to be much more prone to one shot wipes (3-4 crew getting killed in one shot) than regular AT guns because of this.
It doesn't seem like it is getting any reduction for hits that land behind it. Some tanks like Tigers decrew USF 57mm's really quickly. The same thing would probably happen with a PAK40 and a Pershing but I haven't seen it since I mostly play 3's & 4's and few people use Pershings in those games.
Posts: 3032 | Subs: 3
Posts: 1002 | Subs: 2
I voted for 20 range buff because a 70 range raketen sounds very fair and balanced
It is, you see, because if you look at the stats, the raketen is the lowest damage and lowest accuracy AT gun while also having low pen. This is made worse by its lack of a gun shield which is a massive factor and the fact that the projectile hits terrain and world objects, something no other projectile in the game suffers from. I suggest we replace it with the pak38, which would use the 17 pounder model already in the game and have it recolored to differentiate it.
Posts: 783
1.- It is actually a supportive AT gun rather than its current designed recon unit (trash at AT support as it was with its cheesy camo)
2.- Simply not frustrating to use.
Just make it like any other AT gun in game since they are simply well designed.
Posts: 495 | Subs: 1
It is, you see, because if you look at the stats, the raketen is the lowest damage and lowest accuracy AT gun while also having low pen. This is made worse by its lack of a gun shield which is a massive factor and the fact that the projectile hits terrain and world objects, something no other projectile in the game suffers from. I suggest we replace it with the pak38, which would use the 17 pounder model already in the game and have it recolored to differentiate it.
I think the PaK38 would be a great solution, except that the 17 pounder is much bigger than the PaK38, so substituting the model just wouldn’t look right.
However, what if we used the Soviet light AT gun, recolored gray, and called it the PaK-36? It would require some modification to its stats and cost and generally be very asymmetrical, but it could work.
Then, you make the Rakettenwerfer doctrinal and leave it as it currently is, cheesy and gimmicky, but locked to a doctrine (maybe fortifications doctrine).
The other idea would be to rework the Rakettenwerfer AND add the PaK36 BOTH nondoctrinally.
The Rak could be rebalanced as a mid range, high damage, high penetration unit that has a 6 man crew, no retreat ability, but keeps its revised stealth (the no movement but can rotate version) but given at Vet 0. This would be an anti heavy tank AT gun that has a slow rate of fire but almost always hits and penetrates a heavy tank.
Then the new PaK36 would be like the Soviet M-42 it’s cloned from, a good anti light vehicle unit that can support against infantry with HE rounds, but doesn’t scale well against heavy tanks.
This would keep the unique asymmetrical aspect of the OKW AT units, but allows them to have more power against specific targets.
Posts: 731
Posts: 422 | Subs: 2
I think the PaK38 would be a great solution, except that the 17 pounder is much bigger than the PaK38, so substituting the model just wouldn’t look right.
It was ironic
Your first hint was "70 range AT gun would be balanced"
Also, unfortunately, Relic (so far) has shown no interest in even recoloring models (and I doubt that will change in the near future), so all "reuse this model and reskin it" requests will at most ever be "reuse this model as it is"
Posts: 495 | Subs: 1
It was ironic
Your first hint was "70 range AT gun would be balanced"
Also, unfortunately, Relic (so far) has shown no interest in even recoloring models (and I doubt that will change in the near future), so all "reuse this model and reskin it" requests will at most ever be "reuse this model as it is"
Lol, well I guess I walked into that. I try to take things at face value on here since so many of our members speak English as a second language and might not pick up on subtle jokes, but that also makes me an easy target for the very same.
I didn’t know about the inability to recolor models though. That’s too bad. I thought it wouldn’t be too hard since different vehicle skins are so common. You’d think a retextured M-42 as a PaK36 would be an obvious thing to do no matter how it is implemented.
Posts: 493
Should we keep the normal camo or we use the modded camo?
Yes
For me, everything always was fine about raken except accuracy vs lights and overall survivability.
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