I THINK the sound bugs and no warning queues have to do with the game code design to not clutter your ears with 50+ game lines at the same time. So when your squad says "on the move" or something, for a set period of time you won't get a grenade warning etc. That's my interpretation at least on why this occurs. Older games did not have this QoL aspect, and instead you would get clusters of information at the same time. This explains why CoH1 wouldn't have this issue while CoH2 does. It is something adopted probably within the last 10-12 years of games.
Sometimes the actual sound of the riflenade bugs too. Like the launching noise. It'll sometimes play super early or other times seem to play really late or not at all.
They are both perfectly counterable, it's just harder to flank anything in teamgames where you have multiple armies to fight and ignoring them isn't an option because the other armies will make up for the lack of AI that the Elephant/Jagdtiger has.
I also like how you didn't mention the ISU 152 as if it isn't ever a force to deal with.
ISU doesn't 3 hit mediums from range 100 or whatever. ISU is great and absolutely erases infantry but a) it doesn't get shot at by pack howies which is literally the only reason I didn't mention it b) elefant and jagtiger basically hardcounter it the same way jackson hardcounters PIVs so it's more manageable.
I'd rather see the cost dropped to around 100 than have it buffed a lot. It got better when they moved the rockets in closer but it still misses a lot. It's terrible compared to Sector Assault. The AT is much worse and has no AI, but they both cost 250. If the cost was around 100 then it would be the equivalent of Fear Propaganda for tanks. It still wouldn't kill anything but people would probably move their tanks out of the circle on the off chance that one of them would get damaged.
IMO that'd be kinda OP though. It'd be too spammable for how long it lasts, even considering that it gets shot down so much. I'd rather see a 100 muni rocket strafe just like the soviet airborne one. I understand you have no t34s as USF to ram, but there's still ways to make it work without ramming. They could even toy with making it a little bit faster if it's given to USF; the Wehrmacht CAS commander one (the strafe) is pretty fast IIRC.
Can we rework the HEAT barrage on the pak howitzer? It's good when it hits armor, 160 damage I think, but it scatters so it isn't able to hit consistantly. It is a barrage so it's not like you can autofire it all the time at armor. It'd be good to have the ability actually be decent at engaging JTs and Elephants. Slow sturdy targets.
Making JT and ele counterable though? That's not allowed. Kappa.
Gren rifle nade got nerfed so many times already to a point where it is almost impossible to oneshot wipe a squad.
Many times there actually is a sound queue.. and the rifle makes a unique sound upon launching the nade.. + it takes around 3 seconds for the nade to land. So yes, I think there is also the player to blame if he loses a squad to it because he didnt pay attention at all on the few occasions without a sound notification.
Or do you also complain that there is no audio warning queue before a tank oneshots your squad with a lucky shot?
It's still really easy to one shot wipe (or leave the squad with so little health that a single mg burst finishes it off) with riflenades if they're in yellow cover.
All that other stuff would be true if the thing wasn't bugged to hell, which is what the thread is about. It's not a "nerf riflenade" thread, unless you consider making the audio and visual cues work as intended to be a nerf. Point is, it's not working as intended and hasn't been for years.
Problem is also that Axis have way more AA on the field than Allies.
Every pintle MG can take down a plane, two tanks with pintle MGs are a decently reliable AA combination. Even a 222 that survived the early game will take down planes for you, there's actually not too much need for an Ostwind to do so.
Allies don't have pintle MGs. There are few AA units besides the dedicated ones. I think only the UKF UC with Bren upgrade can fire at planes and I've seen my UC take down enemy planes, but it's suboptimal since it's not turreted.
This in general makes Allied planes last not as long and therefore effectively worth much less.
Hence another reason why I would prefer a strafe. At least you can make it work by physically blocking their armor with a sherman or whatever or just making him choose between running into your strafe or going towards you AT guns etc. Really shitty to see their tanks do more damage to your anti-tank loiter than the other way around. US does have pintle mgs but tends to have less of them since it's only on shermans, and they seem less effective 1-1 anyway when compared to the 42, which every axis tank and their dog will have.
UC shooting down planes once in a blue moon is a fun time lol.
I found heavy tanks, and the KT in particular, a lot more reliable on average than they were before in more realistic scenarios, i.e. against clumped and damaged squads, with all MGs firing, and with other units firing too.
That said, the new AOEs are just a first iteration and we can tinker with them still.
Here's a test vs active bots that I did, judge for yourself. Don't mind the speedhacks.
That's actually kinda scary lol. Guess it's jackson spam or die now XD
Pretty much title. I mean I guess it's better than nothing but I would hope a 240 muni ability that only targets tanks would be "better than nothing". I'd either like to see it changed to a strafe that's basically just the soviet airborne one that actually does damage (it does like more damage than the entire p47 loiter lmao) or at least make it so they hit their targets if it has to remain a loiter. I'll usually just pop it postgame to see how it does and it won't even kill a 3/4-ish health tigerwith the entire duration of the ability, meaning the whole thing does about the same damage as one stuka AT loiter pass (from both planes) on a good day.