Title: Problem with stickies? Post by: Blitzen on May 29, 2009, 11:28:06 am Was just wondering if I'm the only one who's noticed this. But remember how before if you kited a rifle squad trying to sticky you, sometimes the animation of the guy throwing the sticky would start, but if you got out of range, he would stop, and the squad would continue chasing you. Well now it seems, once that animation starts, it doesn't matter how far away you get your tank/vehicle, the sticky will fly like normal to where the tank/vehicle was, then jump across the map to where it currently is. This isn't a major issue, but it can really mess up a game. This happened twice to me last night, I usually don't have problems kiting stickies, but they would just "jump" twice their normal distance. And yes, I do know with vet rifles get more range. These were vanilla rifles in both instances.
Title: Re: Problem with stickies? Post by: Killer344 on May 29, 2009, 11:31:10 am Bug, or shenanigans.
Title: Re: Problem with stickies? Post by: Mgallun74 on May 29, 2009, 11:31:33 am sweet, getting stickies for some squads now!
Title: Re: Problem with stickies? Post by: Scyn on May 29, 2009, 11:33:40 am Yup. Sometimes the rifles fail at throwing and they lose their sticky. Sometimes it goes through. Personally I don't even think there should be a 2.4 sec wind-up animation to throw a sticky.
Title: Re: Problem with stickies? Post by: Unkn0wn on May 29, 2009, 11:34:49 am You mean the bug where once they actually 'throw' it the sticky keeps chasing your unit all over the map?
Title: Re: Problem with stickies? Post by: Mgallun74 on May 29, 2009, 11:36:44 am lol, thats a bug? crap....
i thru a sticky at a tank last week, the tank started moving, and the sticky flew and changed directions in midair and hit the tank... i was like cool. Title: Re: Problem with stickies? Post by: Scyn on May 29, 2009, 11:37:39 am There's like a point of no return during the wind up animation... its a weird thing but it happens in vcoh as well
Title: Re: Problem with stickies? Post by: Unkn0wn on May 29, 2009, 11:38:32 am Well not really a bug 'per sé'.
Once it gets thrown it will count as a 'hit' so regardless of what happens at that stage the sticky will do its job. (Same way as how sometimes you'll see ATG rounds go around corners, etc) There's videos of a sticky bomb chasing a bike all the way across the map =). Title: Re: Problem with stickies? Post by: Blitzen on May 29, 2009, 11:54:52 am I play a lot Vcoh, so yes, I know there is a point of no return, and that after that it will chase you to a certain extent. But what I'm noticing here is different, it locks in the very instant the animation starts, making the range pretty damn far.
Title: Re: Problem with stickies? Post by: Guderian on May 29, 2009, 12:04:56 pm Think we should do some testing with for example the ac car on a road with overdrive,
See how far it chases it ;D Title: Re: Problem with stickies? Post by: Mysthalin on May 29, 2009, 01:17:58 pm I've seen stickies miss bikes :(. They were mostly my stickies :(.
Title: Re: Problem with stickies? Post by: Two on May 29, 2009, 01:37:19 pm i had a sticky go through a ac and land on a hedge half a screen away.
Title: Re: Problem with stickies? Post by: RikiRude on May 29, 2009, 02:17:32 pm Well not really a bug 'per sé'. Once it gets thrown it will count as a 'hit' so regardless of what happens at that stage the sticky will do its job. (Same way as how sometimes you'll see ATG rounds go around corners, etc) There's videos of a sticky bomb chasing a bike all the way across the map =). link to video! I agree, the windup time is way too long, especially since the range isn't really that big. I've also had a bike go over a mine and not take ANY damage. Title: Re: Problem with stickies? Post by: Illegal_Carrot on May 29, 2009, 06:40:55 pm link to video! I wouldn't mind a range + damage increase if Stickies were made to not always guarantee a damages/destroyed engine.I agree, the windup time is way too long, especially since the range isn't really that big. I've also had a bike go over a mine and not take ANY damage. Title: Re: Problem with stickies? Post by: Scyn on May 29, 2009, 06:42:37 pm I feel the same way against ATHTs.. nerf treadbreaker!
Title: Re: Problem with stickies? Post by: Illegal_Carrot on May 29, 2009, 06:50:50 pm I feel the same way against ATHTs.. nerf treadbreaker! ATHTs aren't quite the same, as they're on a specific unit (that's not good at all for anything else, plus when you see an ATHT you know it's coming), and require LOS (whereas Stickies can go through houses/headges/walls etc).Still, the ability top near-instantly immobilize any vehicle (be it Axis or Allied) seems OP in EiR, whereas in vCoH Pios/Engis could repair the damage quickly enough. How about both Stickies and Treadbreak have a stun-like effect, similar to Button? As it is now Damaged engine=dead tank, where as a stun-like effect would still give you ample opportunity to take out the tank, but wouldn't gimp the tank for the entirety of the game. Title: Re: Problem with stickies? Post by: Scyn on May 29, 2009, 06:58:23 pm First.. It's sarcasm because your suggestion is silly. Tanks are supposed to die, just like every unit in the game. Riflemen have stickies, engies and pios have mines, PE have treadbreaker and mines, Brits have button. Critical hits given by any of these abilities is the only reason some vehicles die. Which is exactly the point of them.
Second... I'm pretty sure you get LOS through buildings so you know not to drive by a building with Riflemen behind it. Title: Re: Problem with stickies? Post by: gamesguy2 on May 29, 2009, 06:58:37 pm I feel the same way against ATHTs.. nerf treadbreaker! ATHTs aren't quite the same, as they're on a specific unit (that's not good at all for anything else, plus when you see an ATHT you know it's coming), and require LOS (whereas Stickies can go through houses/headges/walls etc).Still, the ability top near-instantly immobilize any vehicle (be it Axis or Allied) seems OP in EiR, whereas in vCoH Pios/Engis could repair the damage quickly enough. How about both Stickies and Treadbreak have a stun-like effect, similar to Button? As it is now Damaged engine=dead tank, where as a stun-like effect would still give you ample opportunity to take out the tank, but wouldn't gimp the tank for the entirety of the game. Treadbreaker is about 20 times easier to get off compared to stickies. If you get stickied, you screwed up, if you get treadbreaked, its expected. 80 munitions is also a waste for stickies, because there is a very good chance that riflesquad will never get to sticky anything. Where as an ATHT will always have the chance to treadbreak something. Title: Re: Problem with stickies? Post by: Bristiles on May 29, 2009, 07:57:31 pm honestly if stickies got nerfed I would NEVER cosider buying them, they require quite a bit of work to be worthwhile anyway and they dont garuntee anything. Maybe im just a dumb noob but nerfing stickies, i think they should kill a track so the tank can go in circles lol but thats just a bias comment seeing as I would be the one throwing it.
Title: Re: Problem with stickies? Post by: Demon767 on May 29, 2009, 08:56:33 pm Stickies are a bugger to deal with, honestly i hate how you cant find that cloaked homing beacon on every Axis vehicle that attracts stickies... but if you play smart Allies dont get a chance to use them, and considering they cost 80MU i hope there wont be any nerf, except from what i heard from others with Vet there range increase, i dont think there should be any range increase.
But what i also want to suggest is that if a sticky explodes on the front of a REAR-END ENGINE tank its engine shouldnt be damaged, same goes for HT's if the sticki explodes on the back of it (FRONT-END ENGINE) than its engine shouldnt be damaged. just a logical-realistic suggestion Title: Re: Problem with stickies? Post by: Bubz on May 30, 2009, 12:28:08 am The biggest Issue with stickies is the limited uses on a weak unit, expecially because it means 4 uses=4 clicks and not for hits. I've lost all for uses because a guy kept avoiding them with a panzerIV, so that's a waste. Fortunately I have only 1 sticky on my rifles, on vet 2 where stickies are a bit more useful.
Title: Re: Problem with stickies? Post by: Mysthalin on May 30, 2009, 02:15:57 am Quote ATHTs aren't quite the same, as they're on a specific unit (that's not good at all for anything else, plus when you see an ATHT you know it's coming), and require LOS (whereas Stickies can go through houses/headges/walls etc). 1. Vanilla riflemen are about as useless as vanilla LATHTs are. 2. I heard the 40 munitions 30 second duration Focus Fire ability that makes your LATHT fire sniper rounds every 3 seconds was useful. Buy 2 LATHTs with focus fire, and they'll rape any blob. Add in an IHT for instasuppresion to make sure of it. 3. ATHTs are MUCH easier to treadbreak with than it is for riflemen to get stickies off. The range is severely different, wind-up times severely better on the LATHT. The speed on the LATHT is much better than that of a rifleman squad. 4. Allies do not have skirts on their shermans to provide a 50 percent chance to bounce a treadbreaker shot. I heard every single axis tank, excluding the ostwind, has access to skirts. 5. 5 pop rifles > 3 pop LATHT. 6. The chance that a rifleman will die while throwing a sticky(thus wasting a use) is severely higher than for a LATHT to die while treadbreaking. 7. Riflemen usualy lose men while throwing off a sticky, a LATHT loses some of it's HP(not even neceseraly) that can be healed, and thus make sure the LATHT has enough time to go over the cooldown phase on the treadbreaker, and ergo you will get more treadbreakers off than you will get stickies off. 8. When you see a rifleman squad charging a tank, you know it's got a sticky, then you lol and just reverse away from them, killing them in the process. When you see a LATHT you have the time to think "ohshitohshit" before you lose your engine, with NO chance to do anything at all to save the tank. Title: Re: Problem with stickies? Post by: RikiRude on May 30, 2009, 02:54:17 am stickies should be 40 munis for two uses.
but people will spam them! so what? if you get yourself stickied it's your own fault. rifles cant cloak, it's your fault for running into the middle of them and letting them get that sticky off. because that's pretty much what you have to do, is run your tank right up next to them for them to actually be able to throw the sticky. Title: Re: Problem with stickies? Post by: Mysthalin on May 30, 2009, 03:01:44 am Stickies should be free, tbh, hehe.
Title: Re: Problem with stickies? Post by: Bubz on May 30, 2009, 05:12:08 am I would just be fine with unlimited uses, or a way to fix that click bug.
Title: Re: Problem with stickies? Post by: CafeMilani on May 30, 2009, 05:25:45 am if they make them cheaper, every fucking riflesquad will have them.
Title: Re: Problem with stickies? Post by: Blitzen on May 30, 2009, 11:19:56 am Stickies are effective even if you don't have them. An axis player doesn't know which squads have them, so they have to stay back from every rifle squad just for fear of them. And it means axis have to be a little more carefull on the attack, always keep range and staying back. I don't mind stickies, they mean you have to play smart and use micro, which I believe is good. I just don't like that something that seems like a bug makes micro ineffective. If you can't back away from stickies, it makes your armour less effective, and armour is a big part of being axis. I love the ATHT, the only thing I don't like, is how high the change of the tread breaker bouncing. Its effective on the weaker tanks, but it bounces a lot of the pershing, which is where we need it the most.
Title: Re: Problem with stickies? Post by: Mysthalin on May 30, 2009, 02:21:42 pm you don't use treadbreaker on pershings from the front and it works fine... And it penetrates often enough even from the front.
Title: Re: Problem with stickies? Post by: Blitzen on May 30, 2009, 03:13:09 pm yea. 2 hits from behind can immobilize it... mmm lol. My dream is to do that to a vet 3 pershing.... I'll get one yet.
Title: Re: Problem with stickies? Post by: Demon767 on May 30, 2009, 03:36:34 pm Stickies are effective even if you don't have them. An axis player doesn't know which squads have them, so they have to stay back from every rifle squad just for fear of them. And it means axis have to be a little more carefull on the attack, always keep range and staying back. I don't mind stickies, they mean you have to play smart and use micro, which I believe is good. I just don't like that something that seems like a bug makes micro ineffective. If you can't back away from stickies, it makes your armour less effective, and armour is a big part of being axis. I love the ATHT, the only thing I don't like, is how high the change of the tread breaker bouncing. Its effective on the weaker tanks, but it bounces a lot of the pershing, which is where we need it the most. if they make them cheaper, every fucking riflesquad will have them. Blitzen is right, you must believe that every rifleman squad has them, which stops basically every Axis tank from just Charging right into there infantry (not like allies can do where they dont have to be afraid if a squad has anti tank grenades.. they suck lol) But not all rifles have that, and if they did it would suck Title: Re: Problem with stickies? Post by: RikiRude on May 30, 2009, 06:36:17 pm if they make them cheaper, every fucking riflesquad will have them. so? it doesn't matter if every rifle squad has them, any smart axis player wont get close enough for someone to use them. Title: Re: Problem with stickies? Post by: Scyn on May 30, 2009, 06:39:52 pm Sometimes it's not that easy. 80mu, for 3 stickies is pretty good. I'd only put them on vet 2 or 3 rifles though.
Title: Re: Problem with stickies? Post by: Freek on May 30, 2009, 07:25:20 pm Its only 80 Mu for 2, actually
Though, I'd prefer 40 MU for 1... Title: Re: Problem with stickies? Post by: Scyn on May 30, 2009, 07:30:00 pm Well I don't know about you.. but I get 3 uses out of my stickies. I get 2 uses out of my grenades.
Title: Re: Problem with stickies? Post by: Bubz on May 31, 2009, 01:38:37 am I thought it was 3-4 uses, but If the tank moves while you have clicked on the ability you easily lose it, that's why it's better to fix it or make it unlimited uses.
Title: Re: Problem with stickies? Post by: Guderian on May 31, 2009, 06:10:33 am I love to scare tanks with unstickied riflemen makes me lol.
But the only times i get stickied are: Some retarded mistake. Retarded coh pathing. The only path out is trough riflemen (with stickies maybe) Through hedges. A charge when i aren't looking. Title: Re: Problem with stickies? Post by: brn4meplz on May 31, 2009, 06:19:12 am Typically fear vet 2+3 rifles for having stickies. If it is a good player and he rushes rifles at you it means he has no stickies, if it is a new player and he rushes rifles, run. If it is a good player and he flanks rifles run forwards. Thats pretty much my rules for survival but i try to avoid bad situations like that.
Title: Re: Problem with stickies? Post by: Baine on May 31, 2009, 07:11:01 am Typically fear vet 2+3 rifles for having stickies. If it is a good player and he rushes rifles at you it means he has no stickies, if it is a new player and he rushes rifles, run. If it is a good player and he flanks rifles run forwards. Thats pretty much my rules for survival but i try to avoid bad situations like that. As someone said earlier, most Vetted rifles have stickies, so dumb move there. I would put them on unvetted rifles, then move back when a tank comes. He thinks you don't have stickies and will proceed to hunt you, you stop all of sudden and before he can revert bam. Title: Re: Problem with stickies? Post by: Lai on May 31, 2009, 08:07:52 am Doesn't matter if he knows you got stickies on the vet 2 rifles. Simulate when he's going to accelerate towards you and do a timing attack with the rifles. The delay in deceleration and reversing acceleration buys you enough time usually.
Title: Re: Problem with stickies? Post by: Blitzen on May 31, 2009, 09:35:13 am Stickies happen, you can't say, 'oh, you got stickied cuz you suck'. There are a million ways to get stickied, and no one is perfect, and neither is backing up. But when you legitimately get away and the sticky still flys half a screen, turns, goes through a house and gets your tank, thats damn annoying. It takes the skill out of the game.
Title: Re: Problem with stickies? Post by: Guderian on May 31, 2009, 09:36:49 am Stickies happen, you can't say, 'oh, you got stickied cuz you suck'. There are a million ways to get stickied, and no one is perfect, and neither is backing up. But when you legitimately get away and the sticky still flys half a screen, turns, goes through a house and gets your tank, thats damn annoying. It takes the skill out of the game. 'Yay for trueness Title: Re: Problem with stickies? Post by: Bubz on May 31, 2009, 10:04:44 am Stickies happen, you can't say, 'oh, you got stickied cuz you suck'. There are a million ways to get stickied, and no one is perfect, and neither is backing up. But when you legitimately get away and the sticky still flys half a screen, turns, goes through a house and gets your tank, thats damn annoying. It takes the skill out of the game. Nope because the animation started while you were still inside the range. Title: Re: Problem with stickies? Post by: Blitzen on May 31, 2009, 02:47:23 pm That is exactly what I'm talking about, the animation can start with you in range, but you can get out of range, and cancle the animation in Vcoh. In eirr, he throws it no matter how far the vehicle/tank is away. Making the sticky do some pretty retarded things.
Title: Re: Problem with stickies? Post by: Draken on May 31, 2009, 02:58:36 pm Maybe you just met vet 2 riflesquad?
Title: Re: Problem with stickies? Post by: Blitzen on May 31, 2009, 05:50:14 pm I have, but I've met vanilla ones too that do the same thing. Maybe its just nothing, but Imma be watching out for it more now.
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