*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 24, 2024, 12:43:41 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1] 2   Go Down
  Print  
Author Topic: [Axis] Assualt ability  (Read 7107 times)
0 Members and 4 Guests are viewing this topic.
Scotzmen Offline
EIR Veteran
Posts: 2035


« on: May 28, 2011, 07:56:26 am »

Assualt/inc assualt is canceled out when commando squads smoke, or anything cloaks really. It also doesnt work on emplacements, or genrelly when you cancel it or use another ability like sprint. Its a waste of 50 munis aswell.  

I have a feeling not getting the ability back after you order them to is ment to be that way, or you could constantly get them back by canceling the order after throwing a few of the nades.

I propse you lessen the number of nades thrown to 2 or 3, if we can cancel the ability and get it back, to lessen the risk of the spamming.

You thoughts on this?

P.S Inc assualt covers the AT Nade ability on panzer grens to BTW
Logged
Hicks58 Offline
Development
*
Posts: 5343



« Reply #1 on: May 28, 2011, 08:21:27 am »

Commando smoke, garrisoning buildings or vehicles, sniper cloaking... They all break assault. I wouldn't want this changed purely because that 50 munitions is an I-win button.

Players should be rewarded for thinking on their feet, and if your sharp enough to take advantage of the environment or an ability you have, you deserve to get a good outcome.
Logged

I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
*
Posts: 6294


« Reply #2 on: May 28, 2011, 08:58:38 am »

Assults nades were nerfed into oblivion.
thats why.
Logged

Quote from: Grundwaffe
Soon™
gj icelandic i am proud of u  Smiley
Sometimes its like PQ doesnt carrot all.

Work Harder
TheVolskinator Offline
Administrator / Lead Developer
*
Posts: 3012



« Reply #3 on: May 28, 2011, 09:41:42 am »

This 'bug' has been part of vcoh and mod play since CoH came out. Volksspam + ass nade spam is so easy to pull off :| so of course hopping into a building or cloaking should break it, what Hicks said is 110% correct, +1!!
Logged

Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

Getting EiR:R Released on Steam

Forum Rules & Guidelines
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #4 on: May 28, 2011, 09:44:19 am »

It's not really a bug, it's intended AFAIK.
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #5 on: May 28, 2011, 09:52:04 am »

I thought about changing assault to this:

fireup like ability with the normal assault defensive buffs
+ enables 2/3x basic grenade throw ability for the time ability is actuve
Logged
BigDick
Guest
« Reply #6 on: May 28, 2011, 10:43:43 am »

hopping into building is ok canceling it but the commando smoke should not break it
Logged
Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #7 on: May 28, 2011, 12:49:35 pm »

Assault grenades are too spammable anyways, equipping them on even lowly Volksgrenadiers can result in the deaths of one or more squads of elite infantry. When I'm fighting against assault spam (MorkaandBorka I'm looking at you), it seems like it doesn't matter how much I try to run, the grenades just heat-seek towards my squad and kill or suppress (pretty much death) my infantry. Commandos and Rangers especially cost way too much to be killed by assault grenades, which in comparison at their least expensive cost 190 MP and 60 MU (volks squad with assault).
« Last Edit: May 28, 2011, 01:12:00 pm by Vermillion_Hawk » Logged

What is a man? A miserable little pile of secrets.

- Andre Malraux

- Dracula
puddin Offline
EIR Veteran
Posts: 1701



« Reply #8 on: May 28, 2011, 01:15:57 pm »

hopping into building is ok canceling it but the commando smoke should not break it

And why?  They can not be seen... But hey the nades should follow them around....
What kind of useless ass sense does that make?
Logged

Puddin' spamtm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.

Puddin' spamtm is soulcrushing... what's hard to understand about that?
Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #9 on: May 28, 2011, 01:18:37 pm »

And why?  They can not be seen... But hey the nades should follow them around....
What kind of useless ass sense does that make?

Heat-seeking grenades that kill British ninjas?
« Last Edit: May 28, 2011, 01:21:31 pm by Vermillion_Hawk » Logged
MorkaandBorka Offline
EIR Veteran
Posts: 1464



« Reply #10 on: May 28, 2011, 01:28:48 pm »

Assault grenades are too spammable anyways, equipping them on even lowly Volksgrenadiers can result in the deaths of one or more squads of elite infantry. When I'm fighting against assault spam (MorkaandBorka I'm looking at you), it seems like it doesn't matter how much I try to run, the grenades just heat-seek towards my squad and kill or suppress (pretty much death) my infantry. Commandos and Rangers especially cost way too much to be killed by assault grenades, which in comparison at their least expensive cost 190 MP and 60 MU (volks squad with assault).

Cheesy

I mean there isnt much someone can do really, even if they did nerf assault its to easy and awesome to not use.  Sure you can just run away your troops and bring a tank to run over my troops...but I can just stop assault and use the volks to go pick up some weapons, so consider it a win win either way.  But they did nerf it alot so at least that's good?
« Last Edit: May 28, 2011, 01:30:51 pm by MorkaandBorka » Logged

I'm really bad  - Smokaz
Scotzmen Offline
EIR Veteran
Posts: 2035


« Reply #11 on: May 28, 2011, 04:04:01 pm »

Quote
fireup like ability with the normal assault defensive buffs
+ enables 2/3x basic grenade throw ability for the time ability is actuve

That sounds pretty good leo, i wouldnt mind aussualt changing to that
Logged
Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #12 on: May 28, 2011, 04:25:13 pm »

I'd like anything better than the current state the ability is in now. That, or increase the price tag, since 50 MU to kill a 300 MP 90-210 MU squad is too much.
Logged
AmPM Offline
Community Mapper
*
Posts: 7978



« Reply #13 on: May 28, 2011, 04:26:36 pm »

I'd like anything better than the current state the ability is in now. That, or increase the price tag, since 50 MU to kill a 300 MP 90-210 MU squad is too much.

Only if you sit still, against a good player its 50mu for maybe 1 dead guy.
Logged


.
.
.
.
.
.
.
.
.
.
.
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #14 on: May 28, 2011, 04:32:46 pm »

The major usefulness of assault is when it is on Volks. You see a bar squad. They go immediately "OLOLOLOL EZYTAAGET" and hit SF. Once volks are suppressed they automatically come to close range. Pop assault and they go "wut is...ASSAULT OP" tru story
Logged

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.
MorkaandBorka Offline
EIR Veteran
Posts: 1464



« Reply #15 on: May 29, 2011, 11:06:24 am »

Jesus...please make a new thread about SF guys, dont bother talking about SF in here anymore.

Anyways theres no real point to nerfing assault, they only throw the 5 nades and thats it now, so all you have to do (apparently) is just run the other way or even run into the volks throwing the nades?  Once that happens they throw nades at themselves.
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #16 on: May 29, 2011, 11:10:09 am »

Thread cleaned, stay on topic.
Logged
Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #17 on: May 29, 2011, 01:45:23 pm »

Well I don't know about the rest of you but it seems whenever I encounter assault grenades, they always seem to home right in on my squad and land right on top of them, no matter how fast my guys may be running or which direction. I was of the opinion that maybe the targetting trajectory is off, because when I played vCoH and CoHO the assault grenades would always fall short if you moved your guys away.
« Last Edit: May 29, 2011, 03:54:08 pm by Vermillion_Hawk » Logged
smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #18 on: May 29, 2011, 03:37:18 pm »

erm,ass nades will land on you if you stand still,I lost so many of them only to rifles etc. just moving back,nothin else...
Logged
Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #19 on: May 29, 2011, 03:53:13 pm »

I know, what I'm saying is the grenades land on my troops and suppress/kill them even if they are running!
Logged
Pages: [1] 2   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.068 seconds with 35 queries.