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Elite Troops Stun Grenades causing terrible gameplay

16 Dec 2015, 01:22 AM
#21
avatar of What Doth Life?!
Patrion 27

Posts: 1664



Do you have a video or a replay of the issue? I've been unable to:

Stop a Retreating Squad with a Stun Grenade
or
Stopping a Squad from Retreating after getting hit with a Stun Grenade.

Thanks




Here you go :)
3 of 6 Relic postsRelic 16 Dec 2015, 02:15 AM
#22
avatar of Cuddletronic
Developer Relic Badge

Posts: 559 | Subs: 17

Thanks, I'll check out the replay
16 Dec 2015, 11:00 AM
#23
avatar of SwonVIP
Donator 11

Posts: 640



Do you have a video or a replay of the issue? I've been unable to:

Stop a Retreating Squad with a Stun Grenade
or
Stopping a Squad from Retreating after getting hit with a Stun Grenade.

Thanks


isnt it the purpose of the stun nade to stun enemies? I really like that anti retreat counterplay.
16 Dec 2015, 11:10 AM
#24
avatar of some one

Posts: 935



Do you have a video or a replay of the issue? I've been unable to:

Stop a Retreating Squad with a Stun Grenade
or
Stopping a Squad from Retreating after getting hit with a Stun Grenade.

Thanks


Yes they cancel retreat. ANd if Wermach has secod squad near by pretty easy to wipe squad instantly by rifle grenade.

If squad is stunned u cannot hit retreat button. Counterplay?
16 Dec 2015, 11:36 AM
#25
avatar of What Doth Life?!
Patrion 27

Posts: 1664

jump backJump back to quoted post16 Dec 2015, 11:00 AMSwonVIP


isnt it the purpose of the stun nade to stun enemies? I really like that anti retreat counterplay.


Watch the replay I posted. It's over-performing by bugging setup teams.
4 of 6 Relic postsRelic 16 Dec 2015, 18:09 PM
#26
avatar of Cuddletronic
Developer Relic Badge

Posts: 559 | Subs: 17





Here you go :)


I can't get the replay to appear in my replay list. Is the replay from the currently Live version of the Game?

Thanks
16 Dec 2015, 18:18 PM
#27
avatar of Jespe

Posts: 190

Could someone explain how stunnading retreating units is different and a bug and killing retreating units with mines, democharges, boobytraps incbombardment and even chasing them with tanks is OK?

I hardy cannot see any difference other than enemy been better player than me when they pull those stunts out, skill play.

Btw Its nearly as annoying as blocking retreating units with kubel or rifleman blob to wipe them.
16 Dec 2015, 18:58 PM
#28
avatar of Dullahan

Posts: 1384




Nothing in the game should interrupt a retreat... period. Soviet wire fields did and they were removed, crawlers used to do it and they got fixed.




If I throw a regular grenade on you while you're retreating, you'll just die. Should that not be allowed because you couldn't dodge it? Should I not be allowed to lay mines on your retreat path? Or use artillery in such a way that it hits you when you retreat?

It's not a get out of jail free card, it's a "make my unit run really really fast away from trouble but I lose control of it while it does it" button. There's a difference.
16 Dec 2015, 19:04 PM
#29
avatar of __deleted__

Posts: 4314 | Subs: 7





If I throw a regular grenade on you while you're retreating, you'll just die. Should that not be allowed because you couldn't dodge it? Should I not be allowed to lay mines on your retreat path? Or use artillery in such a way that it hits you when you retreat?

It's not a get out of jail free card, it's a "make my unit run really really fast away from trouble but I lose control of it while it does it" button. There's a difference.


So then retreating units should get supressed by your definition.



Yes stun grenade should stun squad so it is unable to move / shot but it always should be able to retreat. It creates bad gameplay behavior if you use it with storms with stg and assault while they trow grenade out of cover

However they should stop unit movement and all weapons for some time like right now , excpet retreat. I think it is big punishement too that youneed to retreat your squad in order to save it (bye bye squad for 45 second if it is semosky)
Just my 2 cents.

Also tiger ace should not be able to be called in without fuel cost.
5 of 6 Relic postsRelic 16 Dec 2015, 19:21 PM
#30
avatar of Cuddletronic
Developer Relic Badge

Posts: 559 | Subs: 17

Thanks I was able to repro the Issue after getting the replay to work.
16 Dec 2015, 19:26 PM
#31
avatar of Jespe

Posts: 190

16 Dec 2015, 21:17 PM
#32
avatar of What Doth Life?!
Patrion 27

Posts: 1664



So then retreating units should get supressed by your definition.



Yes stun grenade should stun squad so it is unable to move / shot but it always should be able to retreat. It creates bad gameplay behavior if you use it with storms with stg and assault while they trow grenade out of cover

However they should stop unit movement and all weapons for some time like right now , excpet retreat. I think it is big punishement too that youneed to retreat your squad in order to save it (bye bye squad for 45 second if it is semosky)
Just my 2 cents.

Also tiger ace should not be able to be called in without fuel cost.


This is what I have been trying to say. I'm not trying to "nerf axis."

Of course a mine, thrown grenade or gunfire should damage retreating units. It's interrupting retreating that is the issue.
16 Dec 2015, 22:24 PM
#33
avatar of Australian Magic

Posts: 4630 | Subs: 2

It wasnt issue since the ET release, and it's not now.
That's how it works.
Stun lasts for 1sec? max 2secs?
+ dodge it like any other nade.
17 Dec 2015, 11:30 AM
#34
avatar of Blalord

Posts: 742 | Subs: 1

It wasnt issue since the ET release, and it's not now.
That's how it works.
Stun lasts for 1sec? max 2secs?
+ dodge it like any other nade.


Read the thread before posting.

- He is talking that stun nade interrupt the retreat, he is not talking of stunning them for 2 sec, but it STOP THE RETREAT, so you have to press retreat button again after stun.

- Dodge while you are retreating ? ok

To resume:

- Taking damage while retreating: its ok, its normal
- Taking stun while reatreating: its ok, its stun grenade feature
- Retreat interrupted permanently: NOT OK
17 Dec 2015, 12:21 PM
#35
avatar of Australian Magic

Posts: 4630 | Subs: 2

And what's the chance to have a squad on retreat path to throw a nade in perfect moment in perfect spot? 1/100?
17 Dec 2015, 12:30 PM
#36
avatar of Katitof

Posts: 17891 | Subs: 8

And what's the chance to have a squad on retreat path to throw a nade in perfect moment in perfect spot? 1/100?

Its a matter of knowledge of retreat paths and timing.

It was pretty much eldar meta move in DoW2 and not something uncommon for ost and rifle nades.

With enough practice you can reliably hit retreating squads with all nades, its not that popular in coh, because of the cost of the nades though.
17 Dec 2015, 17:09 PM
#37
avatar of BIH_kirov_QC

Posts: 367

And what's the chance to have a squad on retreat path to throw a nade in perfect moment in perfect spot? 1/100?

even if it is 1/1000 it still a bug!!!!!!!!!!!!!

17 Dec 2015, 17:47 PM
#38
avatar of Dullahan

Posts: 1384



So then retreating units should get supressed by your definition.


Well no, because retreat exists specifically to escape suppression/pin.

17 Dec 2015, 17:55 PM
#39
avatar of __deleted__

Posts: 4314 | Subs: 7



Well no, because retreat exists specifically to escape suppression/pin.



Retreat means unit will sprint to retreat point while it cannot attack. SO yes obviously it should not be halted by supression but from you wirte in your post something that can be translated into Suprresion can hurt retreating squads.
17 Dec 2015, 21:12 PM
#40
avatar of What Doth Life?!
Patrion 27

Posts: 1664

jump backJump back to quoted post17 Dec 2015, 11:30 AMBlalord


Read the thread before posting.

- He is talking that stun nade interrupt the retreat, he is not talking of stunning them for 2 sec, but it STOP THE RETREAT, so you have to press retreat button again after stun.

- Dodge while you are retreating ? ok

To resume:

- Taking damage while retreating: its ok, its normal
- Taking stun while reatreating: its ok, its stun grenade feature
- Retreat interrupted permanently: NOT OK



Exactly. If you WATCH THE REPLAY the retreat is initiated before the stun grenade lands, it cancels the retreat and the unit is locked in place indefinitely. The MG could only reface not move or retreat to base.

for infantry the same scenario happens and the retreat is cancelled, and then you cannot succesfuly retreat again until after the stun which lasts about three seconds. This is basically a guaranteed wipe from one grenade with no chance to "dodge."
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