bump! Faith in equality still seeked?!
this forum even work? |
Given that the RE nade comes much sooner, and a single RE with autofire grenades forces your opponent to constantly micro an engagement it is in, it isnt really the same as "Double shrecked Grens", who come later in the game, and have a totally different role/use-case.
It isnt because it's a "nuke nade", its that it's a large amount of burst damage at regular intervals
There's a reason infantry grenades are all active abilities, and aren't Autofired. Your weird comparison of AT tube rockets isnt relevant. Lets' say REs kept their Autofire grenade, and Grenadiers' rifle grenade became Autofired as well. Would you be happy then?
You're thinking of Pgrens, incidentally. Grens don't have Shrecks.
Thats no different to the shock troop 'engineerlol' unit OKW start with? that's a starting unit too. thats another gripe..
I would be happy with the PIONEER (not gren as thats not the weak starting eng unit) unit having a single commander picked ability that gives them a nuke nade yes. Can we have a panther too then?
what is the actual issue with my original isea btw without bringing up RE nuke nades? Why are handheld AT weapons having a skill shot a bad idea? For firefly its ok because of the burst damage. Same with handheld rockets, not rifles.
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If your opponent has a blob of four shrecked Pgrens then I'm afraid you have done something wrong. You should have been able to roll him flat with your own infantry, MGs turn them into a non-factor, and rocket artillery obliterates such things as well. That's a ton of MP and Muni he's somehow managed to save up.
They're already being microed by being moved around the battlefield, the difference is that in RE Nade's case: You park them behind green cover and never have to touch them again.
Zooks/piats/shrecks are strong weapons, but "Shreckblobs" are hardly a balance issue.
Mortars were a 0 micro unit that you parked behind your lines and proceeded to have them kill infantry for free, Zooks/Shrecks need to be well within range of enemy vehicles to actually combat them, and actually need to be microed to avoid opposing weaponry. The only people being defeated by A-move Shreck/Zook blobs are those who need to improve other aspects of their gameplay (Or they need to find teammates for their 4v4 games)
I do not agree.
Parking a RE with his apparent nuke nade, you are all so scared of, is the same as a gren unit with double shreks... |
wow not going to lie, wast expecting this responce lol.
Why do people get pidgeonholed into 'I know this guy has a l2p issue so will pretend I know exactly why hes come to the forum' blah blahh.
Those RE nades must really be hurting those giving 'l2p' help to me XD
Ill go pretend adding more skill into this game is a bad idea :/
Meanwhile, Firefly...OK!
Here are some facts;
In 4 v 4 SOME PEOPLE blob!
In 4 v 4, using a shrek blob is a viable strat with smoke cover through MG's.
Apparently: RE nades > Handheld AT one shotting tanks... |
The RE grenade isnt AT, and it was an issue before. It was a no-micro ability that forced your opponent to constantly micro his infantry, due to the grenade being accurate, and doing a significant amount of damage. It being an active ability was a good change, though it is still free.
Shreck/zook blobs really aren't the same sort of thing as the RE grenadier.
No they don't, PIATs are just as effective as any other handheld AT is during autofire now. That was an old piece of design that hasn't been the case for quite a long time now.
Thanks for replying!
I didn't say that the two were related. I know what a rear echelon grenade is. I'm saying the idea of the aimed ability adds skill to the game where a brainless act of moving 4 units of 8 shreks that 'auto one volly' a tank of the field, with no micro, shouldn't be rewarded. Wasn't this the whole reason Mortar auto fire range was nerfed?
You could say you could do this for every weapon system in the game could go 'fire mode' or ability, but nothings more potent than a hand held AT blob capable to insta-killing a 150+ fuel investment?
You know deep down i'm right. |
So just reading through the notes for the balance on commanders and I saw this absolute gem of a quote
'Rear Echelon Rifle Grenades
The Rifle Grenade launcher is being adjusted to force user input from the player rather than being an auto-fire weapon that the opponent must constantly dodge.
Auto-fire changed to a targeted ability with no munitions cost. 15 second recharge.
No longer takes a weapon slot'
What if this is how ALL handheld AT is used?? This would literally change little to nothing in 1 v 1 Pro tournament games, and fix everything wrong with Allied and Axis A blob AT late game? The guy with 4 Penzer grens with 8 Shrek's now has to individually fire each one! whats more fair than that trade off?
Getting to the original post however, not sure the rear echelon rifle grenade (compared to mr brain dead 4v4 4 man shrek blob) needed this, but the idea is simply amazing!
Balance wise Brits have to do this anyway with PIATS...??? just saying! |
The delay between it being triggered and actually landing might want to be reduced if there's a smoke effect added. I mean, I assume a long delay (And of course the sound) is meant to be the tradeoff for the lack of smoke, but I've never actually timed to see if its even any longer than an equivalent ability. If it isnt any longer, sure, just add the smoke, it's a good accessibility feature, and the loss of the "flavour" of the ability is worth it being more readable to the deaf. Would it be worth making it less possible too pinpoint the strikezone from the Jericho Trumpet sound as well, in that case? I don't believe other offmaps have the same "weakness", but I'll admit it has never really crossed my mind, so if I'm mistaken feel free to ignore that too.
That said, there are other similar sound cues in the game that are somewhat vital (Vehicle engine sounds in the FoW, for example), so I'm afraid you can't quite avoid this sort of issue entirely.
I hear voices pretty well but low frequency’s and really high ones are pretty faint to me. I don’t mind playing at a slight disadvantage but I find how powerful the Stuka is for me to miss it entirely is upsetting to say the least. |
Thanks for the feedback. I would really appreciate the smoke 😂
When I play as US it’s funny when my Major, Ambulance and remaining riflemen puff in smoke and I have no idea why 😂🤔
It’s fine to laugh at the deaf in this case!! |
Can all call-ins have smoke please? I'm 90% deaf and I cannot hear some abilities like the Stuka dive bomb for example being called in. I feel like im loosing out of the same opportunities as my hearing comrades?
Artillery, Kattys, Stuka's I watch for the shadows and I'm fine with these.
I just want to be equal |
(those greyshot brothers, crying on youtube)
I'm sorry but I love this guy already! XD
I hate to say it but as an 'Allied fanboy' you are very much wrong. The 34 is actually pretty balanced. the wide arc can be used against them. Take a cheep MP unit and place it on a far side arc. then just rush the other far side arc. If you don't have room for that pop smoke. I watched a team mate in a game last night troll all enemy MG's by just spamming mortar smoke back to back on all fronts. even when not pushing. They shit themselves haha. |