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Winduptime on riflenades
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Topic: Winduptime on riflenades (Read 3243 times)
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Smokaz
Honoured Member
Posts: 11418
Winduptime on riflenades
«
on:
August 03, 2011, 10:40:02 am »
Right now this has been nerfed really hard. I am not against limiting the smoke spam by the ability timer being quite long for a circumstancial ability, BUT, right now it takes a full five ~ seconds to even deploy the smoke!
«
Last Edit: August 03, 2011, 10:41:33 am by Smokaz
»
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Katusha
EIR Veteran
Posts: 989
Re: Winduptime on riflenades
«
Reply #1 on:
August 03, 2011, 10:50:18 am »
FSJ riflegrenades are so fail unless you have the +1 T3, and you always keep like 3 of these squads together.., then its like a moving arty piece that destroys all squads
Windup time for smoke and nades should be separate, if you fire a nade, and you want to use smoke, you have to wait for it to reload.. for like 5 seconds
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Smokaz
Honoured Member
Posts: 11418
Re: Winduptime on riflenades
«
Reply #2 on:
August 03, 2011, 10:56:37 am »
I'm thinking of the animation time between clicking smoke one place, and the smoke volley actually being fired.
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Katusha
EIR Veteran
Posts: 989
Re: Winduptime on riflenades
«
Reply #3 on:
August 03, 2011, 10:57:32 am »
I think what causes that time is the fact that you just shot a volley of normal grenades, and there's a long reload, if lets say you're just rolling around and havent shot any volleys, and decide to launch smoke, it launches instantly
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Audemed
Donator
Posts: 644
Re: Winduptime on riflenades
«
Reply #4 on:
August 03, 2011, 03:40:18 pm »
TBH the ability of a unit that has a weapon that is unaffected by smoke to also deploy it is rather retarded in its own right.
WTB smoke for flamethrowers.
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Smokaz
Honoured Member
Posts: 11418
Re: Winduptime on riflenades
«
Reply #5 on:
August 03, 2011, 03:55:31 pm »
Quote from: Audemed on August 03, 2011, 03:40:18 pm
TBH the ability of a unit that has a weapon that is unaffected by smoke to also deploy it is rather retarded in its own right.
WTB smoke for flamethrowers.
Exhibit A: Tommies.
Exhibit B: american mortar, 4 pop. PE mortar 6 pop.
Exhibit c: flamethrowers 3 pop.
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Audemed
Donator
Posts: 644
Re: Winduptime on riflenades
«
Reply #6 on:
August 03, 2011, 04:19:48 pm »
Tommies = riflenades = current discussion = what i'm talking about is retarded.
Mortar...really now? When mortar spam becomes viable we'll talk about it.
Flamethrowers DON'T get smoke, afaik. If they do, it's retarded.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Winduptime on riflenades
«
Reply #7 on:
August 03, 2011, 04:24:47 pm »
I had a 5 2-inch mortar coy.
Ridiculously funny to have 3 on the field at the same time, just randomly destroying any position with like 20 shells in 4 seconds, but not completely... feasible.
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Smokaz
Honoured Member
Posts: 11418
Re: Winduptime on riflenades
«
Reply #8 on:
August 03, 2011, 04:34:34 pm »
Quote from: Audemed on August 03, 2011, 04:19:48 pm
Tommies = riflenades = current discussion = what i'm talking about is retarded.
Mortar...really now? When mortar spam becomes viable we'll talk about it.
Flamethrowers DON'T get smoke, afaik. If they do, it's retarded.
Mortar spam? Who says you need mortar spam? All you need is to put 2 60mm's in your company.
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Audemed
Donator
Posts: 644
Re: Winduptime on riflenades
«
Reply #9 on:
August 03, 2011, 04:37:24 pm »
Riflenades + smoke is an issue because they're able to move in, do damage, and fall back with no fear of retaliation.
Mortars are not an issue because they're long-range indirect fire units anyways, can not fire the smoke while unpacked, and have no close defense.
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Smokaz
Honoured Member
Posts: 11418
Re: Winduptime on riflenades
«
Reply #10 on:
August 03, 2011, 04:41:13 pm »
Quote from: Audemed on August 03, 2011, 04:37:24 pm
Riflenades + smoke is an issue because they're able to move in, do damage, and fall back with no fear of retaliation.
Mortars are not an issue because they're long-range indirect fire units anyways, can not fire the smoke while unpacked, and have no close defense.
I'm gonna have to be a bit lame here and say: you haven't seen AB yet. Once AB goes in or people start using CCT's with royal engineers, allied smoke based tactics will make you rip your hair out.
Keep in mind that 60mm smoke covers a much larger area and doesn't have to get as close as the riflenades to start their ability. And its either "going into smoke, attacking" or smoking to "leave" for riflenades, not both. There's also plenty of weapons on the allied side compared to axis who are effective in smoke cover.
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Audemed
Donator
Posts: 644
Re: Winduptime on riflenades
«
Reply #11 on:
August 03, 2011, 04:43:25 pm »
Perhaps I haven't, and maybe I'm glad for that.
Another issue I have is the "lol I don't need LOS to kill you" unit spam, but that's for another thread...
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Smokaz
Honoured Member
Posts: 11418
Re: Winduptime on riflenades
«
Reply #12 on:
August 03, 2011, 04:45:11 pm »
As far as this thread goes I realized that smoke canisters on the FSJ riflenades are affected by their normal reload cycle, so that's what I have been experiencing. they weren't so slow if they hadn't fired before i attempted to use smoke.
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Katusha
EIR Veteran
Posts: 989
Re: Winduptime on riflenades
«
Reply #13 on:
August 03, 2011, 04:49:44 pm »
Quote from: Smokaz on August 03, 2011, 04:45:11 pm
As far as this thread goes I realized that smoke canisters on the FSJ riflenades are affected by their normal reload cycle, so that's what I have been experiencing. they weren't so slow if they hadn't fired before i attempted to use smoke.
that's what i was saying
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