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[Axis] Assualt ability
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Topic: [Axis] Assualt ability (Read 7114 times)
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Scotzmen
EIR Veteran
Posts: 2035
[Axis] Assualt ability
«
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
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Hicks58
Development
Posts: 5343
Re: [Axis] Assualt ability
«
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.
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Quote from: brn4meplz on November 05, 2012, 10:45:05 am
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.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: [Axis] Assualt ability
«
Reply #2 on:
May 28, 2011, 08:58:38 am »
Assults nades were nerfed into oblivion.
thats why.
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Soon™
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gj icelandic i am proud of u
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: [Axis] Assualt ability
«
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!!
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
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Unkn0wn
No longer retired
Posts: 18379
Re: [Axis] Assualt ability
«
Reply #4 on:
May 28, 2011, 09:44:19 am »
It's not really a bug, it's intended AFAIK.
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LeoPhone
Honoured Member
Posts: 0
Re: [Axis] Assualt ability
«
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
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BigDick
Guest
Re: [Axis] Assualt ability
«
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
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Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: [Axis] Assualt ability
«
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
»
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What is a man? A miserable little pile of secrets.
- Andre Malraux
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puddin
EIR Veteran
Posts: 1701
Re: [Axis] Assualt ability
«
Reply #8 on:
May 28, 2011, 01:15:57 pm »
Quote from: BigDick on May 28, 2011, 10:43:43 am
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?
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Puddin' spam
tm
Quote from: aeroblade56 on September 03, 2012, 04:46:14 pm
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.
Quote from: nikomas on September 04, 2012, 03:59:27 am
Puddin' spam
tm
is soulcrushing... what's hard to understand about that?
Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: [Axis] Assualt ability
«
Reply #9 on:
May 28, 2011, 01:18:37 pm »
Quote from: puddin on May 28, 2011, 01:15:57 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
»
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MorkaandBorka
EIR Veteran
Posts: 1464
Re: [Axis] Assualt ability
«
Reply #10 on:
May 28, 2011, 01:28:48 pm »
Quote from: Vermillion_Hawk 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).
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
»
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I'm really bad - Smokaz
Scotzmen
EIR Veteran
Posts: 2035
Re: [Axis] Assualt ability
«
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
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Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: [Axis] Assualt ability
«
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.
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AmPM
Community Mapper
Posts: 7978
Re: [Axis] Assualt ability
«
Reply #13 on:
May 28, 2011, 04:26:36 pm »
Quote from: Vermillion_Hawk 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.
Only if you sit still, against a good player its 50mu for maybe 1 dead guy.
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NightRain
EIR Veteran
Posts: 3908
Re: [Axis] Assualt ability
«
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
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
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
EIR Veteran
Posts: 1464
Re: [Axis] Assualt ability
«
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.
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Unkn0wn
No longer retired
Posts: 18379
Re: [Axis] Assualt ability
«
Reply #16 on:
May 29, 2011, 11:10:09 am »
Thread cleaned, stay on topic.
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Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: [Axis] Assualt ability
«
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
»
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smurfORnot
EIR Veteran
Posts: 4715
Re: [Axis] Assualt ability
«
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...
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Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: [Axis] Assualt ability
«
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!
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