entirely dependable on the crew decided to go into the 'animantion idle' stance and not fire for 5-6 seconds, among other glitches that occur with crewed weapons
Sounds like mag change just without animation.
Another reason can be traverse speed, MG42(and all setup teams) like to look forward and seem to do nothing, while in fact the weapon traverses onto the next target. |
just to be clear, the same basic mechanics apply, but the damage and radiuses vary.
Well, the radius part was obvious to me so I didn't mentioned it.
I'm not a stat digger as you are, but I'm knowledgeable enough to know how things work.
Detailed explaining isn't my strongest side, its where people like you can shine, but I can explain general basics. |
i think people see grenades as inconsistent because the circle for aiming the ability is a bit misleading. the circle is quite large, but the area that will wipe squads is much smaller.
for rifle nades, the entire circle has a radius of 4, but the area that will guarantee a kill only has a radius of 1. heres a simple explanation of rifle nade AOE, which might clear things up.
distance from explosion:
0-1: 80 damage with 500% accuracy
1-2: 50 daamge with accuracy that decreases linearly from 280% down to 60%,
2-4: 20 damage with 60% accuracy
so just because an entity is inside the circle doesnt mean they have a chance of dieing. you need to aim with the center of the circle. some people try to fit as many entities in the circle as possible, even though theyre all near the edge of the circle. youre better off centering it on a couple entities instead
And that is why people think nades are inconsistent.
They expect them to evaporate everything within the circle.
Rarely anyone knows how AoE works in CoH2 and because of that we have also threads/posts about tanks hitting just next to entities and not killing them. People simply don't know the mechanics.
The above applies to basically all explosives. |
I wasnt specifically talking about rifle grenades.
Then I have no idea what you're talking about, guard nades, pgz nades, even assault nades are all fine, only assault nades being less consistent, but they wipe buildings clear so its fine as well.
Shock nades also trade aoe radious for better range and need pinpoint accuracy. |
Newsflash for you KyleAkira:
Flamers work against shocks just as against any other infantry. Use them.
Snipers also work. Use them.
I wonder why you won't make a thread to give soviets IS-4 so soviets also can have a single super unit to counter german stronger armor.
Your suggestions are bad, you don't understand the unit and you think adding even stronger unit will balance anything out. Why do you think so?
With your logic for counters, at one point we would end up with nuclear bomb that instantly wipes other faction.
What makes you believe germans even should have an infantry that can 1v1 and win against shocks? What cost would it have? 600mp 20pop?
Soviets use combined arms constantly to battle much stronger german armor, again, what makes you believe that germans should not do the same against soviet infantry?
As spoiled as the german faction is, sorry, you can not have everything better.
Because for now, you're the one full of shit with name calling, extremely flawed and full of holes logic and simply bad "ideas". |
Thats not true. That was the case in vCoH. In CoH2 its a dice roll.
Grenades frequently dont kill anyone despite exploding in the exact spot where 5 soldiers are bunched up together.
Not my experience.
However rnades don't have any huge AoE.
They are about the power of shock troop firecracker when it comes to AoE, so you need to score a perfect hit with them. This is the price you pay for huge range it have. |
Another thing I would like to see is more consistency with explosives. Yesterday a Rifle Grenade gibbed my entire full health vet Conscript Squad in one hit (I was dumbfounded). Today a Rifle Grenade failed to kill a single model in an Engineer Squad, only hurt them.
Abilities like this should be more consistent, I hate using the Rifle Grenade knowing I'm just gambling on 1-3 kills, and depending on luck I might get a jackpot (6 kills, extremely rare) or a bust (0 kills, much more common unfortunately).
There is consistency.
Its about AoE and unit spread.
If squad is tight behind the cover, rnade can easily wipe it, if its in the open, spread, the probability is lesser to inflict casualties. |
We just need to make ShockTroops weak against something to counter it.
Oh, oh, oh! I know! How about we make them weak to cheaper snipers and something like flame halftrucks which arrive before them! Also ever tried double flame pio? Try it.
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ha thats like telling soviets that they cant complain about conscript upgrades because theres tons of doctrines with ppsh
]
As far as I'm aware, thats exactly what german players answer in general when soviet players bring up that cons have 0 none doctrinal weapon upgrades, so yea..
Unless we're talking double standards where germans say something to soviets, but vice versa it suddenly does not apply. |
A costly 60 muni upgrade in an army that is already muni intensive, should have a strong reward to go with that cost.
Sorry, this is not an argument anymore.
There is plenty of doctrines that allow resource conversion to muni, so you can have as much muni as you can dream about.
You already have 4 extremely different doctrines which can give you additional muni, either steady flow or huge burst of it.
That "muni heavy army" isn't muni starved anymore if you plan of using a lot of muni, you pick a doctrine that can supply you with it endlessly.
And its not like soviets are muni light. Pick any doctrine with guards and you have already a huge muni drain with a single guard squad alone. Pick T2 and muni suddenly drops down with light arty and precision strikes.
Just because a faction is not packed with extremely potent upgrades does not make it less muni heavy as soviets use at the very least 15 muni per single engagement, which quickly adds up. |