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Author Topic: [CW] Demo Charges OP?  (Read 11952 times)
0 Members and 2 Guests are viewing this topic.
DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #40 on: January 17, 2011, 01:14:56 pm »

I like how I perfectly countered your statement, then your all like play it yourself and show me its OP.

Even though its clearly not right that it did 550 damage, I accept your OP challange.

Give me a while to get used to british faction again.

Logged

two words
atgs and fireflies
Looks who's butthurt
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear  Cool Cool Cool
RoyalHants Offline
EIR Veteran
Posts: 2109



« Reply #41 on: January 17, 2011, 01:19:23 pm »

Demos are so high risk they should kill a tank if its sitting on top of it

if it was no where near the center than thats OP
Logged

Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.

DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #42 on: January 17, 2011, 01:21:19 pm »

The devs clearly said they are supposed to do 200 damage, and as seen in replay they arnt over it, they are near it.
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RoyalHants Offline
EIR Veteran
Posts: 2109



« Reply #43 on: January 17, 2011, 01:23:13 pm »

The devs clearly said they are supposed to do 200 damage, and as seen in replay they arnt over it, they are near it.
then put a modifier on it so thet it only does maz damage to tanks when there directly
on top if youve managaed to get a tank there you deserve that damage
Logged
Tymathee Offline
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Posts: 9741



« Reply #44 on: January 17, 2011, 01:49:14 pm »

ist 600
demo 200
negative cover modifier 2x (http://picly.us/coh/Weapon_Commando_Demolitions_Charge.html)

= 400

firefly - 125

if commando had +20% dmg bonus thats a total of 480 so + 125 = Dead IST.

btw...it took two FF hits to take it out so thats 250 damage. Not OP, just very well placed and he waited until the p4 was right on top of it.

and lmao the vet 2 panther never got hit by a demo from what i saw. the second demo took out a wounded Ostwind, which it should've.

Here's the video of the IST Goin up in flaaaames.

http://www.xfire.com/video/3f3bec/

btw DarkSoldier, you complain aloooot.

« Last Edit: January 17, 2011, 02:14:06 pm by Tymathee » Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #45 on: January 17, 2011, 02:18:27 pm »

1. in the replay neither IST nor panther was on negative ATM
2. Vehicles get cover? No im not talking about vehicle cover either....
3. The IST didnt have 250 HP left, just because he took two shots doesnt mean he had the HP of the combined damage of them both.
4. The vet 2 panther did get hit, watch a bit past or before when i said it was going to happen.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #46 on: January 17, 2011, 02:41:55 pm »

1. in the replay neither IST nor panther was on negative ATM
2. Vehicles get cover? No im not talking about vehicle cover either....
3. The IST didnt have 250 HP left, just because he took two shots doesnt mean he had the HP of the combined damage of them both.
4. The vet 2 panther did get hit, watch a bit past or before when i said it was going to happen.

1. http://forums.europeinruins.com/index.php?topic=17908.msg311199#new
2....


In wrapping up, keep some infantry or a lv near your tanks at all times in a supporting role and you will never have this problem. And if Demo's did 1 million damage, i still wouldn't think that they were op, since that means you would still have to 1. place the damn thing, 2. wait for trank to drive on top of it without a single infantry noticing and destroying it. And 3. For someone dumb enough and unobservant enough to rush a tank alone like that and then crying OP on the forums about something else no-one not even Leophone has complained about
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Yes that's me, the special snowflake.
DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #47 on: January 17, 2011, 03:10:33 pm »

Vehicle cover isnt the same as infantry cover.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #48 on: January 17, 2011, 04:09:25 pm »

Demo charges aren't OP, I just think you should be able to destroy them. Sometimes a few grenades or tank shots isn't enough. Not sure if you can use minesweeper.
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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #49 on: January 17, 2011, 04:38:53 pm »

Shooting a democharged house down should destroy the demo itself.

If possible a minesweeper should be able to disable the democharge button and defuse the democharge- after entering to the building that is
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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #50 on: January 17, 2011, 04:43:59 pm »

That'd be interesting, if it were possible.
(Although AFAIK mine sweepers can already disarm democharges?)
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Firesparks Offline
Honoured Member
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Posts: 1209



« Reply #51 on: January 17, 2011, 04:57:36 pm »

there's a bug with sabotage making the commando demo way more powerful than it should be.
The next patch will have a fix for it.
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With sufficient thrust, pigs fly just fine. However, this is not necessarily a good idea. It is hard to be sure where they are going to land, and it could be dangerous sitting under them as they fly overhead. -- RFC 1925
LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #52 on: January 17, 2011, 05:44:03 pm »

That'd be interesting, if it were possible.
(Although AFAIK mine sweepers can already disarm democharges?)

this is probably possible. make the democharges only detectable by minesweepers, then you can set a on_detect_action that disables hardpoint 1. this should still remove the demo when the player uses it when its spotted but it wont cause an explosion. i think....

commando demos are harder coz infantry detects those too. i think you need to do something like have the minesweeper engi give a slotitem to the demo when its near and then the demo needs to have 0 of those slot items or else hardpoint 1 gets disabled.
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #53 on: January 17, 2011, 06:18:06 pm »

Thank you firesparks, I thought something was wrong with damage, and I guess I was right. After democharges are fixed I pull back my notion of them being OP.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #54 on: January 17, 2011, 06:35:21 pm »

there's a bug with sabotage making the commando demo way more powerful than it should be.
The next patch will have a fix for it.

i had a feeling that was the issue after looking at it, i was going to say something to that effect when i got back but u beat me 2 it.

Is it that the damage effect being used to destroy weapon crews is jumping on top of the demo-charge and thus doubling it, giving it about 500 damage or so?
« Last Edit: January 17, 2011, 06:41:21 pm by Tymathee » Logged
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