The rifle grenade upgrade give a ranged ability which fires between ~20 and ~35. Its a neat upgrade for 60 munitions.
Unfortunately if you are within 20 range your rear echlon troops, unable to use rifle grenades will try to run directly into 0 range of enemy units when you target them.
I have two questions.
1. Can we fix this
2. How can i mitigate this but gameplay wise? (Should i just attack ground or let them free fire ect.)
Profile of Hon3ynuts
General Information
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
Broadcast: https://www.twitch.tv/hon3ynuts
Steam: 76561198055190850
Residence: United States
Nationality: United States
Timezone: America/New_York
Game Name: Hon3ynuts
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Post History of Hon3ynuts
Thread: Rear Echlon Melee Mode AKA rifle grenade upgrade8 Nov 2019, 03:17 AM
In: COH2 Gameplay |
Thread: when will we see a new update?7 Nov 2019, 21:14 PM
Febuary 4th !Remindme Febuary 4th In: COH2 Balance |
Thread: reworking TD and giving them a role 7 Nov 2019, 17:46 PM
I think its tough to justify pushing heavies back in timing. They come at like 20 -25 minutes most games, and the average game length is mabye like 30 minutes. I think it would be more fair to Increase tech costs in some way. The King tiger and Tiger ace (as a second vehicle after t3) seem to come around the right time at 25+ minutes just because they cost a bit more to tech to so players can't rush them wihtout incurring great cost. Compare this to say the pershing. Instead of paying for a sherman then a second one (which would come later anyways b/c of build time), many players will just waiting 3-4 minutes for a pershing b/c it's not a big cost difference
I wasn't tryna call you out as much as i was trying to follow up the thought
After they made panthers stronger at vet 0 + increased the cost while nerfing vet 2 Panthers definitely don't have comparable vet to other late game vehicles. Especially since most TDs have a lot higher Pen than they did 2 or 3 years ago, the vet 2 now ~10% armor bonus and turret rotation doesn't have much of an impact. Edit: if you increase Pen at vet2 it could scale better against heavies while not being any stronger against mediums and tds. In: COH2 Balance |
Thread: reworking TD and giving them a role 7 Nov 2019, 16:55 PM
The panther actually matches up poorly with the IS2 even if you factor in the difference in Mp/Fuel. An IS2 for only ~5 more popcap is anti everything squad wiping, but still beats the panther. Neither can really kill each other due to the high hp, but the Is2 will continue to have a large impact vs infantry regardless of the panther, unless it in fact blasting the panther. The panther on the other hand is basically an MG platform vs infantry. It could probably have slightly stronger mg's now that the cost is all the way up at 185 Fuel (I remember when it was like 145, though it does have OKW mgs now?). It seems relatively good when compared to mediums or other TD's but the panther is in a peculiar spot vs heavies b/c its your "best" counter but its not actually a great counter. Does anybody else have thoughts on the panther vs heavy Matchup? In: COH2 Balance |
Thread: Poorly Optimised game - Why?7 Nov 2019, 15:24 PM
I'm of the impression that everybody who made the engine left the company when THQ filed for bankrupcy but before Sega bailed them out. They may not have had the knowledge to make any amount of resources invested in a fix provide an efficient return. My game rarely crashed on my old Computer but after buying all new stuff it crashes if i don't restart every other game In: COH2 Balance |
Thread: General bugs & issues collection7 Nov 2019, 14:21 PM
The ML20 Cooldown does not display properly on the ability button when it hits vet 1. It says "1 second remaining" and the cooldown bar is stuck at the bottom for an extended period of time. Unsure if this is affecting how long it actually is supposed to take to reload or if this is just a GUI issue. In: COH2 Bugs |
Thread: reworking TD and giving them a role 7 Nov 2019, 01:11 AM
I mean, there’s light AT options for everyone, the dynamic of light and heavy TD is there. I was thinking more anti mediums but there are shades of grey in all those. Ostheer at least has the Stug which is above average anti all vehicles, but not great vs any type. In: COH2 Balance |
Thread: reworking TD and giving them a role 7 Nov 2019, 00:41 AM
Some thoughts: Making the Jp4 cheaper would be a neat way to differentiate it from the heavier panther. I really like the SU85, both using it and going against it b/c it has clear strengths and weaknesses so I would prefer to avoid changing that one. I do like the idea of focusing on the Firefly main gun, it's still super good with the rockets, but that can be a heavy investment. One issue I would point out is that for Most of these factions there is only 1 TD and if it fails in it's job you basically have no way to stop heavy tanks. It would be easier to differentiate these units if every faction had an M10 like unit stock. Just look at how different the panther and StugG are with ostheer having t3 and 4. It would be ideal to have different options like that for everybody. In: COH2 Balance |
Thread: About Grenade Inconsistencies6 Nov 2019, 22:08 PM
Ya now I guess we know why the Fussilier nade sucks. It probably should be normalized or made a little cheaper if it's going to only do rifle nade damage as a close range nade w/ a fuse. It did seem rather odd since the model 24 on VG is quite good and used to be amazing. Never realized they are not the same as fussiliers before this In: COH2 Balance |
Thread: Jagdpanzer 4 nerf nao 6 Nov 2019, 17:22 PM
The dimension I find lacking for the JP4 with regard to mediums is mobility. It is the least moble TD from my experience and therefore it is more difficult to line up shots on the offense or while reversing defensively. Manuevering around corners is also harder. The Guaranteed Pen is a given with most TD vs Medium match ups so actually getting the shots off is where I find it the lesser TD. The SU85 also has the ability to get extra shots off or provide utility through self spotting and the Stug is the best non turret TD for being aggressive due to the price point and speed/acceleration. I also think the vet is not focused on Mobility for this unit, where as the SU85 becomes quite mobile at vet 3. Do you have any replays where it is used to great effect? Even Playing in 4v4's I see it at a lesser frequency than most other OKW vehicles. In: COH2 Balance |
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