COH: Europe In Ruins

EIR Main Forums => Balance & Design => Topic started by: Two on July 08, 2009, 07:58:12 am



Title: [BRITS] Rifle Nades
Post by: Two on July 08, 2009, 07:58:12 am
They suck, only way i can see to fix is make them alot more accurate or pay us muni for taking them since they hinder your fighting capability.


Title: Re: [BRITS] Rifle Nades
Post by: Tymathee on July 08, 2009, 08:02:13 am
use them vs infantry in green cover and against anything in bu ildings and they rape. they have poor accuracy vs infantry on roads and in "open" or neutral cover, okay vs yellow and like 1.25 or 1.5 acc vs infantry in green and garisoned.

They're great at taking out hmgs in houses, throw smoke with the rifle nade, run up either close to the hmg or in a house close by and watch the fire works fly.


Title: Re: [BRITS] Rifle Nades
Post by: Tymathee on July 08, 2009, 08:05:05 am
Actually, doubled checked. Vs garrisoned its 300% more accuracy and 200% more damage.

Heavy or green cover 250% but 50% damage
Light or Yelllow cover 200% acc & 100% dmg

Open and negative (neutral and roads) 1.25 acc and 1.25 dmg

their smoke is really good and are great at raids. I love to stick 'em with my rifles and toss smoke and run my bars in or flamers.

http://coh-stats.com/Weapon:Lee_Enfield_Rifle_Grenade

the issue is that theier accuracy is already 0.05 at long range .2 medium and .5 close so its not the damage, its the accuracy and maybe the splash but they're basically building killers. ?They're like portable mortars they do 20-35 dmg.


Title: Re: [BRITS] Rifle Nades
Post by: Two on July 08, 2009, 08:08:06 am
With those bonuses they must have a 0.0025 accuracy at stock, ive been point blank range with houses and they somehow find a way to shoot over the building when the guys is in the bottom window.


Title: Re: [BRITS] Rifle Nades
Post by: Mysthalin on July 08, 2009, 08:15:06 am
You have a 15 percent chance to hit a building - a big huge building, at long range? LOOOOOOOOL


Title: Re: [BRITS] Rifle Nades
Post by: Malevolence on July 08, 2009, 08:29:22 am
Rifle nades turn enemy infantry to meaty chunks if they can hit.

Which without a lieutenant (or three) or point blank range is basically impossible.


Title: Re: [BRITS] Rifle Nades
Post by: Two on July 08, 2009, 08:50:09 am
point blank range vs a pak, rifle nade fires hits right at his feet and kills himself while the pak takes no damage =/


Title: Re: [BRITS] Rifle Nades
Post by: Piotrskivich on July 08, 2009, 08:52:21 am
If you can't use them don't,

even if they miss they my still hit other soldiers, and the smoke is excellent.


Title: Re: [BRITS] Rifle Nades
Post by: Two on July 08, 2009, 08:53:20 am
IM failing to see how they require special use, they should be anti support weapons, their just not.


Title: Re: [BRITS] Rifle Nades
Post by: Tymathee on July 08, 2009, 08:55:16 am
They're not anti support weapons, they're anti building and cover weapons I dunno. I find no problems using these, I love rifles nades, I have a couple in my company for special purposes. Maybe its just me and heck, I don't even get to use an LT


Title: Re: [BRITS] Rifle Nades
Post by: Malevolence on July 08, 2009, 09:12:13 am
Quote
point blank range vs a pak, rifle nade fires hits right at his feet and kills himself while the pak takes no damage =/

Units in Company of Heroes are unable to damage themselves or their own squad.

Riflenades are for use with/for smoke or a lieutenant. They decrew buildings and defensive cover positions, fire over hedges/buildings, and basically just muck up enemy stuff over time.

That said, I wouldn't mind if they were 5 munitions cheaper due to a very inconsistent performance.


Title: Re: [BRITS] Rifle Nades
Post by: Baine on July 08, 2009, 09:20:40 am
Quote
point blank range vs a pak, rifle nade fires hits right at his feet and kills himself while the pak takes no damage =/

Units in Company of Heroes are unable to damage themselves or their own squad.


You sure, i could swear that i have seen units get killed/hurt by their own nades, and things like Flaks shooting the ground before them hurting the crew.


Title: Re: [BRITS] Rifle Nades
Post by: Smokaz on July 08, 2009, 10:43:19 am
Try backing them up with a 30 cal or a mg/supression tool of some sort, and you'll be SHOCKED at how good they excel supporting a mg. I believe the vickers MG with its supression enabled even supresses stuff in green cover pretty fast. They are also very good at hit and run operations. I'm entirely unconvinced that riflenades are poor weapons in any way, they just demand to be used differently from assault troops or standoff long range rifles.


Title: Re: [BRITS] Rifle Nades
Post by: Piotrskivich on July 08, 2009, 11:20:57 am
Artillery like nebels can killed themselves and maybe rifle nades are like artty?

EDIT: mispelled word.


Title: Re: [BRITS] Rifle Nades
Post by: AmPM on July 08, 2009, 12:10:31 pm
Nebels CAN kill themselves =)


Title: Re: [BRITS] Rifle Nades
Post by: Jazlizard on July 08, 2009, 02:10:16 pm
I believe mortars can too. When placed too close to a building or hedge they will fire the mortar round which then hits the building/hedge and blows up in their face.


Title: Re: [BRITS] Rifle Nades
Post by: COH-SUPERMAN on July 08, 2009, 02:49:40 pm
Just be behind buildings and shoot I have like 3 squads of vet 3 rilfe nades and RCA helps them out with 10% more accry.(Vet 3 stuff dead now).


Title: Re: [BRITS] Rifle Nades
Post by: Malevolence on July 08, 2009, 03:03:38 pm
Quote
You sure, i could swear that i have seen units get killed/hurt by their own nades, and things like Flaks shooting the ground before them hurting the crew.

Units can't hurt themselves *without damage over time from their own weapons. Things like nades, flak 88 splash damage, et c. will not hurt the unit that fired/threw/whatever'd it. It's a bug with CoH's coding, it was specifically addressed by Relic in Dawn of War 2 in one of the patches after Guardian "nade spiking" became a standard strategy (throwing the grenade at yourself because you take no damage).


Title: Re: [BRITS] Rifle Nades
Post by: Smokaz on July 08, 2009, 03:20:54 pm
if 1 rifle squad throws a nade at a allied rifle squad or another rifle squad of the same player, they blow up. I remember friendly-fire nading 12+ of mysthalins sapper blob while they were gang repairing a tetrarch


Title: Re: [BRITS] Rifle Nades
Post by: Malevolence on July 08, 2009, 03:41:48 pm
Yes, you can hurt other squads, but you cannot hurt the squad that threw it/shot it/whatever. I guarantee you I nade myself all the time and nothing bad happens in CoH. Gamesguy does it too, he invented nade spiking in DoW 2 because he knew there was no minimum range and no friendly fire on the squad that threw the nade from CoH.


Title: Re: [BRITS] Rifle Nades
Post by: spinn72 on July 08, 2009, 04:48:01 pm
ive given up on rifle nades and use only Brens.  However there are ways to use them. 

1.  Like PIATs.  Will stop any enemy infantry from going into any buildings and can be used as a mortar really.
2.  Anti-blob weapons.  They're guarenteed to hit a massive blob and do some damage.

However they're quite useless after that.  Most people recrew with half the squad and use the others as AI support, sort of like a mortar.


Title: Re: [BRITS] Rifle Nades
Post by: Piotrskivich on July 08, 2009, 05:36:37 pm
Rifle nades are super!

Combine them with commandos and your good, the commandos will kill all non armored enemies and the rifle nades don't even need to be used.


Title: Re: [BRITS] Rifle Nades
Post by: Tymathee on July 08, 2009, 05:46:25 pm
Like certain units, certain people are good with them and others aren't. If you dont know how to use 'em, dont buy 'em, making them cheaper wont help you.


Title: Re: [BRITS] Rifle Nades
Post by: Two on July 08, 2009, 06:05:54 pm
no but making them able to hit units will


Title: Re: [BRITS] Rifle Nades
Post by: Tymathee on July 08, 2009, 06:18:03 pm
no but making them able to hit units will

then they might be too powerful. Remember, they try to keep things the way they are in vcoh. There's very few things that are changed from vcoh. I don't think they've changed any weapon stats except the atht and the faust, the main changes are usually dealing with armor.


Title: Re: [BRITS] Rifle Nades
Post by: Piotrskivich on July 08, 2009, 06:19:25 pm
What did they change about the ATHT? I have a vet 3 one so it interests me.


Title: Re: [BRITS] Rifle Nades
Post by: CrazyWR on July 08, 2009, 06:27:10 pm
long time ago it got nerfed to change the immobilization chances.


Title: Re: [BRITS] Rifle Nades
Post by: Tymathee on July 08, 2009, 06:43:04 pm
Yea what he said. Other than that, I don't think anything else has been changed. They want to keep true to the original game as much as possible without hurting the eir game-play.


Title: Re: [BRITS] Rifle Nades
Post by: Mysthalin on July 09, 2009, 03:09:01 am
Corsix tells me that the panzerschreck has been changed. How exactly, I do not know, but it has indeed been modified.

We all know that lieutenants and captains were changed. Severely(on a side note, they do not stack with their own vet 2 bonuses).

A list of other changes. (*) means that I do not know what the exact changes are.

G43 has a change done to it.(*)
PE_K98 and PE_K98_leader has changes done to them.(*)
PE LATHT basic shot changed.(*)
APCR LATHT basic shot changed.(*)
Treadbreaker changed. (criticals).
IHT MG has changes done to it.(AFAIK - suppresion).

Geschutzwaggen gun changed. (matches Marder)
Panzerschreck and PE panzerschreck changed. (*).
The HMG42 has a new gun at vet 2 and vet 3.(*).
Gesch MG has been changed(suppresion).

Boys AT rifle. (loads).
PIAT. (Accuracy improvement).
Emplacement mortar. (*).
Stuart Gun. (tweaking to accuracy).
Firefly (probably no actual change, relic since the cooldown addition).

Sticky and vet 2 sticky (*).
RR. (*).
Bazooka. (*).
Calliope. (*).
US flamethrower. (*).
US Staghound .50 cal. Wtf is a US Staghound with a .50 cal? (* - I would assume that the brittish Staghound uses this weapon upgrade).


There has been a lot of changes over the months, clearly - some of the "changes" is probably weapons being changed, then reverted (Panzerschreck 0.75 accuracy at long range, then reverted, for example, or the FF gun change and revert).


Title: Re: [BRITS] Rifle Nades
Post by: DasNoob on July 09, 2009, 03:28:23 am
Oooo you're such a whistle blower.


Title: Re: [BRITS] Rifle Nades
Post by: Schultz on July 09, 2009, 03:51:36 am
Great i always hated transparency. Way to ruin it all. ;D


Title: Re: [BRITS] Rifle Nades
Post by: Tymathee on July 09, 2009, 05:06:10 am
Myst is always so nosey, poking around in the eir files, trying to gain an advantage or whatever he's doing.


Title: Re: [BRITS] Rifle Nades
Post by: Mysthalin on July 09, 2009, 05:07:04 am
I'm trying to find a way to give the captain back his buffs and so that the launcher doesn't auto-update my files, and I can still play...

*ghm*


Title: Re: [BRITS] Rifle Nades
Post by: Two on July 09, 2009, 06:30:31 am
he means he looking for the value to turn fow off :O


Title: Re: [BRITS] Rifle Nades
Post by: Blitzen on July 09, 2009, 08:24:41 am
Its doable, but I believe it now causes scar errors and relic bans your profile if they find it.