Yes damage of most axis/allied grenades is 80. Most Soldiers have 80 hit points with an armor of 1, so standing in the blast radius exactly kills them. Green cover reduces the damage by half if the grenade is thrown from the other side of the green cover.
The difference is the blast radius which is called Area of Effect (AOE). While most short ranged grenades have an AOE of 1.25 the rifle nade only has 0.75. If you nade a 4-man MG team or 4-man squad (like brits) that is clumped up in cover as usual an AOE of 0.75 is enough to hit all four, but in an open field situation a rifle nade will do much less damage than the short ranged grenades with their AOE of 1.25. So upgrading your IS/Sappers to 5-man squads can really make a difference when it comes to surviving grenades, in addition soviet 6-man weapon teams have a higher chance of surviving rifle nades because they are usually a little more spread out.
ok but aoe of rifle nade and RM nade are different |
The problem is not brace
The problem is free brace + high health pool |
Okw is very retarded faction. Very retarded. Luchs timing is not the main issue. For okw Every unit type comes a lot faster/cheaper not only luchs.
Extremely noob frendly faction. Literaly no skill required.
Ive heard that wfa release was a mistake. Not sure about anything else but it is certanly the case with okw.
Weren't you banned ? |
I somehow got used to that, but it is really annoying.
Comparison to regular nades used by USF, shocktroops and Tommies:
Rifle nade has more inconspicous animation, no timer and longer "throwing" range, (which makes using of the nade even more surprising). It's disadvantage is, that it cant be used on close range.
Then there are allied grenades: They can be used on close range. Disadvantage is that they cant be thrown on long range, very noticable throwing animation and timer+ usually need to be side teched for
Damage and cost are the same.
A way to deal with that riflenade is 1)getting good instincts 2)being very lucky 3)hearing your units shout "Grenaaaade!" and recognize whether or not are they shouting it beause enemy is throwing a grenade, or because they are the ones who's throwing a grenade 4)focusing on opponents unit so much, that you won't notice when some flanker comes in and rapes your unit from behind 5)Try to come on the closest possible range and lose most of your soldiers during the process
A.K.A things that your opponent mostly doesnt have to bother with and will still have the same or better success
Yes, you're bloody right, this IS a whinepost and I've got a good reason for it
Damage are the same what ? |
Tdrl: op got rekt fast luch because he didn't want at and come here to cry
Just to know if I want to pass on tier 2 or 1 as ostheer and get beaten is the fallout mine or do we need to nerf the other ? |
You can't dodge them, by the time you hear grenade and move your units it still takes out 3/5th of the squad. And seriously they don't take shit for damage in green cover? I have replays proving otherwise.
Yes I was a top player and there were absolutely NO abilities like this on COH1. I've dealt with the nuclear pineapple plenty of times and have had no problems with it, but the rifle nade is like the nuclear pineapple with no timer on it, if it's so balanced, what ability does US have that can insta gib squads with no timer?
The vet 3 riflemen |
http://youtu.be/YBljJtDQgnk
The rifle nade for the op 0:48 for moment
Headphones user advised |
Elephant and Jadtgiger are OP on certain maps.
Snipers are OP on ceratin maps.
HMG are OP on certain maps.
etc
etc
Should we nerf them? No becasue it's problem with the map, not unit.
but people still make post about them |
Someone used this strategy against me. A strange one too I think.
Kubel
Kubel
Kubel
Kubel
Sturm Pio
Mg34
Mg34
Raketen
Volks
Tier II was sandwiched somewhere in between. That kubel mob as an oddity though.
????? |
I am not sure if you are running a mod, but I literally just launched the game, and the cost for the Jagtiger is:
720MP, 280FU, 21popcap for me.
The values you listed are a bit closer to what the unit cost should have been.
While that's true, we also have to accept the fact that certain units scale way better the more crowded a game-mode becomes:
- Extreme-long range units (basically the TDs)
- All artillery units in general
- Aura units
Now, there's a choice that we need to make:
1. Do we balance everything with 1v1 in mind, and then completely forget about teamgames
2. Do we balance units according to the strongest gamemode they can be featured?
3. Do we introduce different rules for each gamemode?
Most likely, #3 is never going to happen. Therefore, we have to choose between #1 and #2. I'd say that #2 is the best option, since it is our best bet to avoid having broken gamemodes (e.g., Arty Cover/CalliOP fun times). An unfortunate side-effect is that some of the well-scaling units will probably not remain as viable for smaller game-modes.
wow you cant even trust the dataon this site sorry i taken them from the unit guide
800 mp seems fair
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