I've always thought it was a bit over the top, sometimes it take like 3 times for you to hit retreat before they will actually retreat something about that feels buggy to me and yeah it leads to wipe central a lot. Its really weird like the red exclamation comes up like there trying to then goes off again and so on until it finally lets you retreat by like the 3rd time. |
Yep it is bad it has trouble dealing with regular ost mortars, seems like the dmg is crap and its really inaccurate it vets really slow because of that too hardly see anyone make one anymore |
Is it the time when we just sit in the bushes with clubs, waiting for alex and johhnyb to storm in, screaming on how awesome the changes are and how they shoudl be implemented next patch? 
lmao.
someone delete this thread before that happens |
I think there fine the way they are now. I mean I can't tell you how many times i've had a kt or reg tiger get away. Not even going to start with tiger ace that shit been cheese since creation and is like fing Houdini escaping death. |
dude when something is on fire it will burn down, thats how life is (unless you call the firemen). it would be very unrealistic if the structure doesn't take any damage while being on fire.
Ok then why then does white phosphorous and the soviet incendiary arty call in or whatever not damage axis structures or trucks? im pretty sure they dont do any dmg at all even to bunkers if they do it is very little. White phos im sure does not. The whole point of them is to decrew and burn infantry not structures why then does the mortar hts do both? |
Yes he did and so do I. It's the most ridiculously imbalanced, overeffective and thus abused grenade in the game.
Play some 1v1 auto ranked vs USF and you might understand why. Then again, probably not. 
As for the condescending remarks about being "most easily dodged" and "L2p". What utter nonsense and arrogance.
USF nades I have thrown at me have a zero seconds fuse and next to no flight time, so we unless we are playing an entirely different game?
Are we because all usf nades have a timer period. Only axis get grenades with 0 timers and rifle nades that do not have a timer. L2P
Assuming you see the animation if your attention is where his is at that very moment given how scan and micro intensive this game is 1v1 often with several simultaneous firefights occurring while manually attending multitude of other tasks so much harder to attend in COH2 than they were in COH1.
and 1v1 is more micro than 2v2? really? in 2v2 at times I might be fighting 2 players at once and that is easier than fighting just 1 player?
Do not tell me about micro, USF is by far the most micro intensive faction in the game as they have the weakest tanks period there is no argument to that and we normally are operating 3 times as many tanks at once you on the other hand are operating just 1 god tank, or a panther, jagpanzer all of which can even have self deploying smoke or camo that further ease your micro as well as survivability that make them more forgiving than any allied tank leaving you more room for mistakes and allies less.
Now like 10 people have already told you that for riflemen grenades
1.The throwing animation is the most obvious in the game and probably the longest
EDIT: soviet molotovs are the most obvious riflemen grenades a close 2nd
2.It has a timer and is easily dodges period.
3.It bugs a lot for instance sometimes the game somehow decides say the furthest riflemen model in the squad from say me throwing a nade at mg is going to be the one to throw the nade and for some reason it never goes off, also all the time i have ordered them to throw a nade the icon goes dark but they for some reason just dont throw it possibly making the difference of a sucessful push
Axis rifle nades have a hard to see animation that is often easily hidden and part of grens normal thing is some squads crouch when just firing. It has a 0 fuse if I am looking away and I hear grenade by the time i click back to my squad there is 0 time to react. They also can wipe injured squads bunched in cover just as easily as the usf nade.
Now please pay attention to the important part Homer. Animation - response time from battle server - effect.
e.g. My Wehr or Ost troops are in green or yellow cover, or a building, or if a HMG, deployed firing. By the time I click to select them then click leave building, retreat, or move to point, before my PC play squad responds and enactions the command on the battle server, they are already dead. That indicates a problem with USF nades nothing to do with whether one is blessed with micro Überness.
The consequence is instant entire squad loss 99% of the time. Have that happen once, it's major disadvantage. Twice in this game in any 1v1 and you may as well toss the game as game over.
But as if that wasn't bad enough of itself, USF throw them around like rocks on the ground in a rock garden in every engagement.
The proof of their effiacy is in their overuse abuse and our complaint. If they were no good, you wouldn't have one thrown almost without exception regardless the circumstance every time a USF squad engages, nor us complaining about it.
Whether for the absurd amount of damage they do compounded by their relative undodgability, USF nades need removing or to cost 350MP EACH per throw, not something as insignificant as just a nerf.
riflemen grenades should cost 350 MP bahahahah I might have to add that one to my signature or the fact you said they should be removed hahahaha how would we ever kill a mg or do anything really
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4vs4 heroes pls go. The last 2 patches contained nerfs to flames so that structures survive longer. Maybe you need to read a second time.
No not really you should read it again most of them were hand iheld infantry flame weapon nerfs with one small deduction to brit emplacements flame dmg which is unclear if that concerns the mortar ht, a mortar ht shouldnt be able to incendiary round it doing dmg over time stopping ability to repair and then bombard it. Dont believe it wven has a vet requirement to incendiary rounds. |
Dont get it a guy post something about one of the best infantry units in the game is hard to micro. Everyone knows there one of the strongest infantry units with out a doubt with the lmg. Everyone knows the joke just A move cause its that easy. OP also mentioned riflemen grenades hahahah what a joke there the worst nade in the game counting throw time, most obvious animation, buggy, and has a timer. Agaisnt a good opponet they only work if you try to guess them getting stuck in a pathing retreat or something. Rifle nades been broken since creation you cant watch more than one squad at once enough to be able to move away from a rifle grenade, but it is easy to do with riflemen grenades. Give riflemen a rifle nade exactly the same see how you like it.
OP obviously a l2p issue. Somehow though now everyone wants to change a already perfectly working unit when there is like 50 other things that roar predjudice over this no wonder relicf cant balance.
Also i would like to ask alexander since he is found on stats why is it seems to me that 1 model retreating gren, well axis units in general 90 percent of the time gets away even when i am chasing it with bars plus there recent buff it still escapes? If its [a 1 model allied unit edit*] grens, axis infantry dont even have to chase and 70 percent of the time it is a wiped squad. Ok well the 3 vet riflmen now actually gets away like 30 percent of the time now. Already nerfed for being close to gren pgren levels. |
No.
Mortar HT is extremely easy to kill and delays Ost teching. Seriously, all you need to kill it is a Bren Carrier or AEC. If you don't have one of these, that's your fault for thinking you can throw up a Bofors on the fuel and not worry about it.
As for Axis bunkers, try an AT gun.
Lol how is a bren carrier going to get to the mortar ht i guess if it is completely unsupported wich would be really dumb and it is not going to insta kill the halftrack just faust the carrier? . It has good range and is easy to keep back behind the lines. I dont have a problem killing axis bunkers it was just he thought of why does axis not have to make an at gun to kill mine they can do it with strums or equip shreks from there back pockets. |
Wow did he just complain about the usf grenade lmao it is like the most easily dodged grenade in the game slow obvious wind up and huge timer. |