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russian armor

Who need mortars when you got grenades like that....

20 Jun 2014, 06:48 AM
#61
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2



Sorry, but it seems you missed the entire point. It's not about being hit by molotov, or about backing your mg42 in due time, a good micro will help you do that. It's about the fact that MG42 needs to pack up and redeploy when a molotov hits or when an iminent molotov menace aproaches. My maxims allways held the position against rifle grenades hits, and sometimes I merged cons squads into them and reinforced them on the field. They practically never need to lose position or stop firing because of rifle nades. They could only break engagement and retreat/change position when flanked, bombarded by mortar or arty, burned by incendiary hits, rushed with tanks. No need to retreat or break engagement just for a stupid useless rifle nade.
To conclude, the nerfing of rifle nades doesn't bother me, I can win games without using them so much, or without using them at all, but such nerfing was to harsh or not needed. Frankly most of the time I prefer saving amo for better uses then rifle grenades. Thank God Dshk isn't what it was anymore.


so you think rifle nade had been over nerfed now?

anyway although mg42 is forced to reposition, as long as you have a gren squad near it, gren can keep suppressed units suppressed while mg 42 re ups. you said one of only ways to make maxim move is flanking. good thing it has such a low arc. it does set up much quicker, but if it turns to face your flanker, your units that maxim was facing previously is now open to move in.

it is also surprising that your maxims have never been forced to reposition due to rifle nades. i do it all the times as german and vice versa. i guess ppl i play and i use much different maxim than you.

only problem i have with mg42 now is that it still does not suppress consistently.
20 Jun 2014, 10:38 AM
#62
avatar of vietnamabc

Posts: 1063

+1 to the man, my biggest grip with the MG42 is after 30+seconds behind the frontline, when cons just Oorah to the face, the MG42 crew goes full retard and decides to reload the gun. I swear the MG42 keeps reloading at the worst time possible.
20 Jun 2014, 11:24 AM
#63
avatar of Cannonade

Posts: 752

I think Relic really over complicated MG42 and Maxim by adding weird additional things like how many models the MG42 is firing at for determining its DPS and iirc, suppression rate + all kinds of range related complications.

Add to that reload timers, burst durations, complicated cover modifiers, DPS per burst and who knows what all else.

Its just a mess really. Makes it hard even for stat wizards to figure what is causing what, under what circumstances, and what effect changing one stat will have in relstion the enormous amount of other HMG specific mountain of stats there are + environmental and situational effects like cover, range, number of targets etc.

Meh...

As to Rnade and Molotov, I think both are in a reasonablem place atm. Sov teams can reasonably soak RNades thanks to unit size and dispersal, and Molotov still has its concrete area denial and crit rate if you can get close enough to apply it. Costs can be argued, but I think that is more a meta thing. Effect vs garrisons was a big problem, but building structure changes and aoe effects have largely corrected those.

I think part of Voltdarks and his crews issue with RNades, is actually a result of the rather necessary Gren heavy builds Ost invariably fields. Its somewhat ironic that Grens can infact counter their own counter (ie: maxims) at range with RNades, but that ultimately rests in the simple cold hard fact that Ost generally does not have any other infantry options to field except some specialised Doctrine callins.

Youll just have to get used to the fact, that Grens will cause some attrition on your Maxims. The price of war, so to speak. But instead of focusing on that as a negative, focus insyead on the fact that Ost is pumping Munitions into that for the exchange, and thereby limiting his other options. One Gren, with its Rnade, is not sufficient to reduce the Maxim to combat ineffectiveness. Even two will still leave a significant margin of Maxim effectiveness. So far, that is still cost efficient imo. If there are more Grens than that, then you will ofc need support, but you can feel "ok" about it because opponent will have dumped 3xRNade munitions into that engagement alone, for a MP drain on you that is not really that bad in comparison, providing you manage to pull the Maxim out before wiping. And, as others have pointed out, do not forget Merge. You can keep the Maxim on the field and fighting, again, as a function of you paying moderate MP as opposed to Ost paying Munitions at a higher equivalency.
20 Jun 2014, 18:38 PM
#64
avatar of Thunderhun

Posts: 1617

You have 6 guys in a maxim team, they only get killed by rifle nade if they bunch up. You can see how the crew position when you issue the order to set it up. Avoid bunching up and get an M5 for reinforcement. And it takes ages to fire a rifle nade, so you can avoid it.

Rifle nades are 30 muni, which just prevent spamming them, if germans spam them, they have no tellers, lmgs etc. Molotov is a bigger issue atm.
20 Jun 2014, 19:37 PM
#65
avatar of WhySooSerious

Posts: 1248



Thanks for your opinion.

We played only custom games between ourselves and computer stomps. Mostly 4vs4 or 2vs2.
Also some of our group also play on the ladder when there is none of our group are online.

Our clan consist only of player with a minimum of 6 years playing the CoH family. And none of us are below 40 year old. We been playing COH2 since the beta.

We feel that part of the game is imbalance, killing the fun factor. There is no risk associate using those nades, so the damage must be tone down a bit. The munition cost is always a good investment when you are nearly always killing your target easily.

Rest of the game feel balanced enough for us.

Thanks you.



The problem isn't the rifle nade. Ever since the Nerf it doesn't have the damage it had before. Before even if the unit is not clumped up it could still deal a decent amount of damage. Now if you use rifle nade on a unit that is not clumped you kill one model and deal slight damage to the others. If your unit is clumped up and gets hit by a rifle nade and wiped out that sucks for you.
20 Jun 2014, 20:16 PM
#66
avatar of Katitof

Posts: 17892 | Subs: 8




The problem isn't the rifle nade. Ever since the Nerf it doesn't have the damage it had before. Before even if the unit is not clumped up it could still deal a decent amount of damage. Now if you use rifle nade on a unit that is not clumped you kill one model and deal slight damage to the others. If your unit is clumped up and gets hit by a rifle nade and wiped out that sucks for you.


Nothing was changed, unless you believe 5mu more affected rnade performance.
20 Jun 2014, 21:20 PM
#67
avatar of Zupadupadude

Posts: 618




The problem isn't the rifle nade. Ever since the Nerf it doesn't have the damage it had before. Before even if the unit is not clumped up it could still deal a decent amount of damage. Now if you use rifle nade on a unit that is not clumped you kill one model and deal slight damage to the others. If your unit is clumped up and gets hit by a rifle nade and wiped out that sucks for you.


Only the rifle nade's cost was changed, nothing else. It still does as much damage as it always did. Soviet weapon crew health got buffed but that's it.
20 Jun 2014, 21:34 PM
#68
avatar of Mr. Someguy

Posts: 4928

The health of Soviet crew members is at 80, it's always been at 80.
20 Jun 2014, 21:39 PM
#69
avatar of Zupadupadude

Posts: 618

The health of Soviet crew members is at 80, it's always been at 80.


Yea, yea but I mean a bonus Soviet weapon crews had that was removed was added again (or something like that, I don't quite remember) so they don't die as easily as before the patch.

Stop being so nitpicky you know very well what I mean lol
20 Jun 2014, 22:55 PM
#70
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Yea, yea but I mean a bonus Soviet weapon crews had that was removed was added again (or something like that, I don't quite remember) so they don't die as easily as before the patch.

Stop being so nitpicky you know very well what I mean lol


Soviet AND GERMANS support weapons had taken their +25% damage received into something like +25% accuracy received.
20 Jun 2014, 23:00 PM
#71
avatar of Zupadupadude

Posts: 618



Soviet AND GERMANS support weapons had taken their +25% damage received into something like +25% accuracy received.


Oh right, forgot about the German teams because they're not really affected by it as much as the Soviets are, with the Riflenade and everything.
21 Jun 2014, 17:46 PM
#72
avatar of WhySooSerious

Posts: 1248



Only the rifle nade's cost was changed, nothing else. It still does as much damage as it always did. Soviet weapon crew health got buffed but that's it.


Oh ok :D no wonder they were more durable Kappa
21 Jun 2014, 19:00 PM
#73
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Oh right, forgot about the German teams because they're not really affected by it as much as the Soviets are, with the Riflenade and everything.


I remember people crying (with reason) about precision strike.
21 Jun 2014, 19:25 PM
#74
avatar of Zupadupadude

Posts: 618



I remember people crying (with reason) about precision strike.


Oh, I don't lol
21 Jun 2014, 20:30 PM
#75
avatar of Mr. Someguy

Posts: 4928

Oh, I don't lol


Not sure where you were then. The old Precision Strike was one of the top complaints about Soviet instant squad wiping weapons. Precision Strike let you delete any German weapon crew with one click and a small cost.
21 Jun 2014, 20:48 PM
#76
avatar of Zupadupadude

Posts: 618



Not sure where you were then. The old Precision Strike was one of the top complaints about Soviet instant squad wiping weapons. Precision Strike let you delete any German weapon crew with one click and a small cost.


Well I remember people complaining about it but not specifically when the march deployment was released. People always complained about precision strike IIRC.
21 Jun 2014, 21:26 PM
#77
avatar of JHeartless

Posts: 1637

82MM originally fired off a 120MM shell with Prec Strike. Now they nerfed it down to a regular direct mortar shot. Basically a longer range more expensive vet unlocked Rnade.

The 120MM however will still end weapon teams just fine.
21 Jun 2014, 23:32 PM
#78
avatar of voltardark

Posts: 970

The problem is not about how much damage the German rifle grenade do.
The damage is fine. The problem is rather its tactical effectiveness being too great. This weapon system is too good relatively to others.

I suggest that its range should be no more than ( 105% to 110% )the range of a molotov, no more. I would add that our models should scream «grenade !» If they have LOS on someone about to throw a nade, at the moment the thrower begin to kneel.

Fun must prevail over realism.

Thanks you all for your comment.
22 Jun 2014, 00:08 AM
#79
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

The problem is not about how much damage the German rifle grenade do.
The damage is fine. The problem is rather its tactical effectiveness being too great. This weapon system is too good relatively to others.


Compare rifle grenade effectiveness versus zis gun barrage effectiveness. You can use two rifle grenades for the same price as a zis barrage, I would say they (the effectiveness of using two rifle nades) are similar if you compare that it is easier to dodge the follow up zis gun shots but with longer area denial and ease of wiping the 4 man german squads.
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