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Author Topic: Riflenade buff  (Read 17597 times)
0 Members and 1 Guest are viewing this topic.
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #20 on: January 19, 2012, 09:32:51 am »

Yes and FJs also lack proper grenades.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #21 on: January 19, 2012, 11:15:52 am »

Fjs since they dont have officers buffs and with ambush bonuses actually have a higher accuracy with Riflenade.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #22 on: January 19, 2012, 11:20:20 am »

you tried them?
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #23 on: January 19, 2012, 11:21:34 am »

Set all riflenades to 1.0 dmg modiifers or higher vs all inf

they do massive dmg to 4men kch. isnt that whta you were looking for?
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #24 on: January 19, 2012, 11:31:01 am »

Fjs since they dont have officers buffs and with ambush bonuses actually have a higher accuracy with Riflenade.

Pfffffft... they still hit jack shit really
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The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #25 on: January 19, 2012, 12:22:49 pm »

I think RN are fine, maybe a little overpriced though.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #26 on: January 19, 2012, 12:26:26 pm »

they do massive dmg to 4men kch. isnt that whta you were looking for?

This is a great example of why I can never rejoin you-know-what, and also why you should be demoted to your old fanboy scumbag position.
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #27 on: January 19, 2012, 12:27:24 pm »

 Cheesy
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Tymathee Offline
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Posts: 9741



« Reply #28 on: January 19, 2012, 01:09:50 pm »

I dont know... I like them being a weapon transforming an infartry squad into a mobile, albeit weaker mortar squad.

Oh, dont forget that falls can get 3x riflenades on squads to... or are you saying they should get it as an ability as well?

so they fire out 3 nades instead of 2. Then u can add in incindiary rifle nades <3
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #29 on: January 19, 2012, 01:13:25 pm »

I prefer it as a weapon, not an ability. Unless said ability can be toggled on and off to fire automatically at the same RoF as they already do. Then go ahead.

Brits are effective and different because they have different weapon types than normal.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #30 on: January 19, 2012, 01:15:46 pm »

i like the idea of AP rifle nades, that's kind of how they were used in vcoh. with all of PEs LVs they did decent damage to vehicles. but in eirr the armor values are changed so they aren't as useful.

i think the problem is easily solved with riflenades being cheaper.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #31 on: January 19, 2012, 01:16:25 pm »

i like the idea of AP rifle nades, that's kind of how they were used in vcoh. with all of PEs LVs they did decent damage to vehicles. but in eirr the armor values are changed so they aren't as useful.

i think the problem is easily solved with riflenades being cheaper.

OR, just make them come in 3's <3
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #32 on: January 19, 2012, 01:17:13 pm »

EIRSyndrom

/thread
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #33 on: January 19, 2012, 02:09:55 pm »

EIRSyndrom

/thread

it said riflenades not ALLIED riflenades.

if you had the brainpower of a wart on bigdicks pale gothic spiked ass, youd know that the modifiers help make riflenade less effective vs airbornes and rangers as well

there's more to demeaning your position than trolling balance/design suggestions you disagree with, I dont think anyone who has played EIR and not having been a dev has a higher % of suggested changes patched in than I have


« Last Edit: January 19, 2012, 02:12:58 pm by Smokaz » Logged
EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #34 on: January 19, 2012, 02:22:04 pm »

it said riflenades not ALLIED riflenades.

if you had the brainpower of a wart on bigdicks pale gothic spiked ass, youd know that the modifiers help make riflenade less effective vs airbornes and rangers as well

there's more to demeaning your position than trolling balance/design suggestions you disagree with, I dont think anyone who has played EIR and not having been a dev has a higher % of suggested changes patched in than I have


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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #35 on: January 19, 2012, 02:27:37 pm »

I like how this forum in turn brings out the worst in anyone
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #36 on: January 19, 2012, 02:32:35 pm »

I like how this forum in turn brings out the worst in anyone
Oh god its true.....
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #37 on: January 19, 2012, 02:56:35 pm »

If not accuracy, make the damn nade projectile speed faster.

-British Grenade roflman sees enemy manz-
-Ptchfffff-
-grenade lazily wafts in the air-
-targeted squad runs in under the nades, which land 10000000000 feet behind them-
-Tommie squad runs like hell-
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #38 on: January 19, 2012, 03:23:38 pm »

Accuracy stat hardly affects the performance of riflenades, the weapon would have to be reworked to a tracking projectile for it to be meaningful and that would just be stupid. It needs less scatter.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #39 on: January 19, 2012, 03:29:33 pm »

It needs less scatter.

+1  Grin Grin Grin
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