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Author Topic: [CW] Demo Charges OP?  (Read 11791 times)
0 Members and 8 Guests are viewing this topic.
DarkSoldierX Offline
EIR Veteran
Posts: 3015



« on: January 15, 2011, 09:33:37 pm »

Today I played a game that had some very effective use of demo charges. They completely dominated two vetted tanks (possibly more but i didnt see)

One charge blew up near my vet 3 IST and took it down by around 70-80%, and it died to a firefly a second later.

Another blew up and took away around 60-70% off a vet 2 panther.

Neither tanks were actualy on the demo charge, only somewhat near it.

I under stand it is manual detonation, but this much? This is a huge amount of damage.

http://www.mediafire.com/?n7xox0lngb2314n

Watch at my IST at around 23:00 and vet 2 panther at around 38:00

Go ahead and tell me is that balanced?

Edit: Oh yeah and it features alot of british tanks.
« Last Edit: January 15, 2011, 09:54:11 pm by DarkSoldierX » Logged

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atgs and fireflies
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Demon767 Offline
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Posts: 6190



« Reply #1 on: January 15, 2011, 09:57:52 pm »

balanced
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Nevergetsputonlistguy767
Katusha Offline
EIR Veteran
Posts: 989



« Reply #2 on: January 15, 2011, 10:01:06 pm »

i think if the user is smart enough to place the demo charges in the right places, he should be rewarded, but the damage you described does sound painful
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3rdCondor Offline
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« Reply #3 on: January 15, 2011, 10:16:01 pm »

I don't think I've even seen them used more than two times since I started the mod.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #4 on: January 15, 2011, 10:31:42 pm »

i think if the user is smart enough to place the demo charges in the right places, he should be rewarded, but the damage you described does sound painful

It did like 4x the damage a teller mine does, but it exploaded a good 2-5 range away from it.

He should be rewarded that much? Sure they should do higher damage than a teller, but that much from the splash that far away?

I encourage you all to watch the replay and look at the moments defined, whether you encounter it alot or not it is still overpowered.
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3rdCondor Offline
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« Reply #5 on: January 15, 2011, 10:34:06 pm »

It did like 4x the damage a teller mine does, but it exploaded a good 2-5 range away from it.

He should be rewarded that much? Sure they should do higher damage than a teller, but that much from the splash that far away?

I encourage you all to watch the replay and look at the moments defined, whether you encounter it alot or not it is still overpowered.

I see what you mean. I'm surprised I don't see them used that often because they're very powerful.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #6 on: January 15, 2011, 10:36:17 pm »

A teller mine deals 400-500 damage.

4x that would be 1600-2000 damage.

Now, considering a vetted IST has 705 health, and a panther 873 - are you sure they got hit by 1600-2000 damage?

Think before you write.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #7 on: January 15, 2011, 10:40:41 pm »

mine: you place it vehicle hits it, it blows up you get decent reward

demo: you place it vehicle dances on it leaves 0 reward, you watch it and detonate with precision timing and big reward
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seanconnery Offline
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« Reply #8 on: January 15, 2011, 10:43:57 pm »

well placed demo charges  Wink
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lionel23 Offline
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« Reply #9 on: January 15, 2011, 10:46:49 pm »

Demos are just fine, I ran a 20+ demo company before, was a lot of fun, the explosion radius has to be big enough where if you hit say a house with it in it it can take out or damage a tank (depending if it's full health or not).

Balanced as its only one use, adequate price and has to rely on right placement and timing.
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Tymathee Offline
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« Reply #10 on: January 15, 2011, 10:57:52 pm »

and considering darksolider isn't very observant on the battlefield, this doesn't surprise me. Demo charges can be seen and targeted if you're careful.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #11 on: January 15, 2011, 11:05:00 pm »

For 60 munitions you can just almost kill a 305 mp 205 fuel tank(that proboly has upgrades) with no real risk to your own units at all.

How is that balanced? No other unit/upgrade is that cost effective. Don't say *durrr good micro = good reward* because he is not risking anything at all by planting it.

and considering darksolider isn't very observant on the battlefield, this doesn't surprise me. Demo charges can be seen and targeted if you're careful.

Who looks under every vehicle on the battlefield?
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AmPM Offline
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Posts: 7978



« Reply #12 on: January 15, 2011, 11:05:40 pm »

This is a good argument for Goliaths to lose their fuel requirement.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #13 on: January 15, 2011, 11:06:53 pm »

How is that balanced? No other unit/upgrade is that cost effective. Don't say *durrr good micro = good reward* because he is not risking anything at all by planting it.

Who looks under every vehicle on the battlefield?

1. its 60 muni for one use.
2. you will see it before you drive over it, its a little black box on the road
3. so you are risking 60 muni for potentially nothing
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #14 on: January 15, 2011, 11:16:16 pm »

1. its 60 muni for one use.
2. you will see it before you drive over it, its a little black box on the road
3. so you are risking 60 muni for potentially nothing

Watch the damn key parts of the replay, they were under a vehicle.

Listen, you have to do is click the button when a tank goes somewhat near it, and you just chipped off 600 hp.

Is anything else in the game that rewarding? Who gives a fuck if its one use, one use = 1 tank back to spawn, or if its damaged a tiny bit, its dead.

I challange you guys to say something that is more cost effective for the risk.
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Katusha Offline
EIR Veteran
Posts: 989



« Reply #15 on: January 15, 2011, 11:21:26 pm »

This is a good argument for Goliaths to lose their fuel requirement.

Don't goliaths just cost munitions?

Watch the damn key parts of the replay, they were under a vehicle.

Listen, you have to do is click the button when a tank goes somewhat near it, and you just chipped off 600 hp.

Is anything else in the game that rewarding? Who gives a fuck if its one use, one use = 1 tank back to spawn, or if its damaged a tiny bit, its dead.

I challange you guys to say something that is more cost effective for the risk.

Didn't know it's only 60 mu. Does it give sight? Also does sound like a bit too much splash.
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Malgoroth Offline
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« Reply #16 on: January 15, 2011, 11:45:40 pm »

Don't goliaths just cost munitions?

Didn't know it's only 60 mu. Does it give sight? Also does sound like a bit too much splash.

Goliath doesn't. so demo shouldn't either.

and yes. Goliaths cost 10 fuel as well.
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Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #17 on: January 16, 2011, 02:44:55 am »

I used a golaith to take down a sherman jumbo at half its Hp. Which is alot.

Im pretty sure they took away sight from the demo aswell.

Demo was nerfed as it is, i do belive it was claoked and invinsible not so long ago.

This is a good argument for

"Goliaths to lose their fuel requirement."

Golaiths can move, demos cant, and golatihs can cloak in cover aswell.
« Last Edit: January 16, 2011, 02:49:26 am by Scotzmen » Logged
smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #18 on: January 16, 2011, 03:50:54 am »

they are balanced,you can see them with troops and they automatically start shooting at them,so it's rly not such a big problem...only time you can't see it,is if it's placed in house.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #19 on: January 16, 2011, 05:38:48 am »

Quote
For 60 munitions you can just almost kill a 305 mp 205 fuel tank(that proboly has upgrades) with no real risk to your own units at all

For 15 munitions you can kill the engine of a 620 MP 545 FU tank, without even having to watch the lowly mine you just placed at all - and you can be sure it won't be decloaked by a random squad of riflemen.

To all extents and purposes - since a demo can't kill a tank outright what will happen is both the mine and the demo will force a repair - effectively achieving the exact same end.
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