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Author Topic: [BRITS] Rifle Nades  (Read 8493 times)
0 Members and 3 Guests are viewing this topic.
Two Offline
EIR Veteran
Posts: 2079


« 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.
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Tymathee Offline
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Posts: 9741



« Reply #1 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.
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Tymathee Offline
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« Reply #2 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.
« Last Edit: July 08, 2009, 08:07:33 am by Tymathee » Logged
Two Offline
EIR Veteran
Posts: 2079


« Reply #3 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.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #4 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
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Malevolence Offline
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« Reply #5 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.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #6 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 =/
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #7 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.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #8 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.
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Tymathee Offline
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« Reply #9 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
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Malevolence Offline
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« Reply #10 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.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #11 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.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #12 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.
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #13 on: July 08, 2009, 11:20:57 am »

Artillery like nebels can killed themselves and maybe rifle nades are like artty?

EDIT: mispelled word.
« Last Edit: July 08, 2009, 12:35:54 pm by Piotrskivich » Logged
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #14 on: July 08, 2009, 12:10:31 pm »

Nebels CAN kill themselves =)
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Jazlizard Offline
EIR Veteran
Posts: 691


« Reply #15 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.
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COH-SUPERMAN Offline
EIR Regular
Posts: 12


« Reply #16 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).
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Malevolence Offline
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« Reply #17 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).
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #18 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
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Malevolence Offline
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Posts: 1871



« Reply #19 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.
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