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Riflenades are rather iffy
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Topic: Riflenades are rather iffy (Read 10906 times)
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nikomas
Shameless Perv
Posts: 4286
Riflenades are rather iffy
«
on:
September 05, 2012, 01:13:22 am »
Using them with falls a bit and well, they are rather incosistent to use, what I mean is...
Get 1-2 squads of this and they are a minor annoyance, a great deal of the nades will scatter and not do much damage at all. Problem is when you get 4 squads of them
(12 riflenades for falls).
You now have a sprinting nukemachine that can wipe anything not armored of the face of the earth and then run away fast. Lets not forget the
bugged?
magic smoke canisters of doom.
It's an akward weapon were the power scaled upward depending on how many you have, any changes planned for them in the near future? One suggestion is to go the route of blitzmod, the riflenade is simply that, a long range grenade you can fire instead of another weapon? As it stands, they are quite akward anyway.
So anyway, I rarely if ever see these used, any opinons on them?
«
Last Edit: September 05, 2012, 02:24:54 am by nikomas
»
Logged
"You can always count on Americans to do the right thing—after they've tried everything else."
Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons.
Officers have good accuracy so they will hit most targets.
Tymathee
Donator
Posts: 9741
Re: Riflenades are rather iffy
«
Reply #1 on:
September 05, 2012, 08:27:40 am »
I always felt like they would be better served as an ability rather than always being fired because of this issue. No other weapons (other than Piats) have this issue.
It can be a longer range Gren nade that explodes on contact.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"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.
aeroblade56
Development
Posts: 3871
Re: Riflenades are rather iffy
«
Reply #2 on:
September 05, 2012, 09:29:02 am »
Unreliable just like sherman crocs.
Here is what i say why pay so much for something that relies more on luck then actual skill. I dint know how many times ive sat there with a croc and its taken more then 7 seconds to land 1 crit in yellow health. Same goes for riflenades for CW
Your mortar is kinda limited, lets face it not every brit player brings arty,riflenades smoke a mg in run up to it 1 nade lands on it and it does 25% damage.
Logged
Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
tank130
Sugar Daddy
Posts: 8889
Re: Riflenades are rather iffy
«
Reply #3 on:
September 05, 2012, 10:05:03 am »
Quote from: aeroblade56 on September 05, 2012, 09:29:02 am
Here is what i say why pay so much for something that relies more on luck then actual skill.
My apologies for derailing the thread, but I must call you out on the bullshit!!
Please do not ever argue in favor of using skill. This is not something you use to win games at all. You sit in the launcher and wait until you can jump in a game, creating a stack in your favor and stomping new or weak players.
For you to use the word skill in regards to your game play is an oxymoron.
Enough of the bullshit, lets move on.
Logged
Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
Tymathee
Donator
Posts: 9741
Re: Riflenades are rather iffy
«
Reply #4 on:
September 05, 2012, 10:08:09 am »
damn tank...
so funny how there were two complete derails in this thread lmao
«
Last Edit: September 05, 2012, 11:13:18 am by Tymathee
»
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aeroblade56
Development
Posts: 3871
Re: Riflenades are rather iffy
«
Reply #5 on:
September 05, 2012, 10:11:33 am »
anywho before tank goes and makes his wife into soap. i think that riflenades shouldnt be a ability but they do need less scatter or bigger splash or something like that.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Riflenades are rather iffy
«
Reply #6 on:
September 05, 2012, 11:26:05 am »
Maybe try 1 patch with a decreased projectile travel time for the riflenades, and see how that affects their performance.
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Uglysori
EIR Veteran
Posts: 301
The very best player of one of the four factions.
Re: Riflenades are rather iffy
«
Reply #7 on:
September 05, 2012, 11:39:05 am »
Quote from: Smokaz on September 05, 2012, 11:26:05 am
Maybe try 1 patch with a decreased projectile travel time for the riflenades, and see how that affects their performance.
Well, if riflenades are too powerful in great enough numbers doesn't increasing their effectiveness at lower numbers inherently make them more problematic when spammed? I have no strong opinion on the matter just throwing it out there.
In turn why have the CW riflenade users not being complaining about their ineffectiveness at low numbers? If riflenades are effective for CW then maybe we can take a page from there to tweak luft riflenades.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Riflenades are rather iffy
«
Reply #8 on:
September 05, 2012, 11:42:42 am »
Riflenades are unpopular and largely considered weaksauce for CW. For luft, they shine vs infantry armor (rifles) because of squad size and model clumping but they are complete suck vs anything else. Okay maybe 30 cals sometimes fall prey to the evil luft riflenade.
Logged
nikomas
Shameless Perv
Posts: 4286
Re: Riflenades are rather iffy
«
Reply #9 on:
September 05, 2012, 12:33:10 pm »
Quote from: Smokaz on September 05, 2012, 11:42:42 am
Riflenades are unpopular and largely considered weaksauce for CW. For luft, they shine vs infantry armor (rifles) because of squad size and model clumping but they are complete suck vs anything else. Okay maybe 30 cals sometimes fall prey to the evil luft riflenade.
Not even that, Shab was almost crying last game I used them in, lol... You'd think 4 squads with 12 nades in total would be able to volley some AB's to death but nope, even with 12 man to hit 80% of them missed.
The scatter is fucking stupid really, I woulda killed them way faster with just 16 rifles. It looks fucking horrible and when you're lucky you can vaporize a squad, but it's a friggin rarity for sure. Decreased travel time might help but the problem is still that they cant hit stationary targets even, you're more likely to scatter into a moving target than hit a stationary one.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Riflenades are rather iffy
«
Reply #10 on:
September 05, 2012, 01:36:24 pm »
I know that before I complained about how they performed...kinda was in wain
Logged
aeroblade56
Development
Posts: 3871
Re: Riflenades are rather iffy
«
Reply #11 on:
September 05, 2012, 01:39:41 pm »
its also as far as i know the only weapon with a drawback(killing your own mens in Close quarters)
Logged
Contaminator
EIR Veteran
Posts: 161
Re: Riflenades are rather iffy
«
Reply #12 on:
September 05, 2012, 01:53:30 pm »
Ok. Value of rifle nades is same as piat. The ability to fire over/through blocks is useful but accuracy is a problem. I would suggest maybe doing while squad is stationary get an accuracy boost for rifle nades only. This prevents them from being an assault weapon. Also along with this give them an accuracy boost for the target in sight and no buff when not in sight.
So the result would be ok if they are in sight and stationary they will perform well but and get worse when moving and even worse when not in sight of target and the very worst when moving and not in sight. so wont really scale the power too greatly when blobbed so spam will let you kill stuff faster but will still have to have a lot on the field to make it work.
Dunno how possible that is but would be a good adjustment to me.
Logged
Quote from: Tymathee on January 30, 2012, 04:57:43 pm
the nashorn is like a kid with a giant penis, it has no idea how to use it or where to point it most of the time but it could still fuck you
Tymathee
Donator
Posts: 9741
Re: Riflenades are rather iffy
«
Reply #13 on:
September 05, 2012, 02:34:54 pm »
they're long range flame throwers, best used when things are in cover and worse off when things are in the open.
Logged
aeroblade56
Development
Posts: 3871
Re: Riflenades are rather iffy
«
Reply #14 on:
September 05, 2012, 02:43:51 pm »
id rather take a flamethrower tbh.
they seem pretty shitty accuracy vs anything in cover.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Riflenades are rather iffy
«
Reply #15 on:
September 05, 2012, 02:49:16 pm »
Quote from: Tymathee on September 05, 2012, 02:34:54 pm
they're long range flame throwers, best used when things are in cover and worse off when things are in the open.
it's funny how you learn nothing from being corrected all the time, go back a few months and find the last time you posted this gross oversimplification and was corrected, time passes and you're back posting the same inadequate stuff
but its okay its pretty clear to anyone who visits these forums that you do not care at all about posting misinformation and prefer to just spill your manpurse on the table to have other people clarify what is actually being said. luckily most of our new players do no tread the forum and go trying to counter stuff in cover expecting riflenades to be more effective vs it after reading your latest revelation
you might as well say that the mp40 and the mp44 works the same
«
Last Edit: September 05, 2012, 02:54:10 pm by Smokaz
»
Logged
Tymathee
Donator
Posts: 9741
Re: Riflenades are rather iffy
«
Reply #16 on:
September 05, 2012, 03:28:45 pm »
Smokaz.
http://coh-stats.net/Weapon_Lee_Enfield_Rifle_Grenade.html
Not changed from vCoH, so look at accuracy
vs Heavy 2.5
vs Garrison 3.0 (2.0 dmg)
vs Light & Trench 2.0 acc
vs Open and Negative 1.25 acc & 1.25 dmg
Flamethrower
http://coh-stats.net/Weapon_M2_Flamethrower.html
vs garrison, heavy, halftrack & trench
1.5 acc, 1.5 dmg
vs neg .75 and 1.0
vs open 1.0
so while the riflenade is BETTER, it is like the flamethrower in the fact that it performs better vs cover, not EXACTLY like it.
Where all other weapons get worse vs cover, rifle nades and flames get better, so stfu already.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Riflenades are rather iffy
«
Reply #17 on:
September 05, 2012, 03:42:40 pm »
lol @ your stats
Logged
aeroblade56
Development
Posts: 3871
Re: Riflenades are rather iffy
«
Reply #18 on:
September 05, 2012, 04:31:22 pm »
They get better but its not noticeable. accuracy is not what u want i believe it is less scatter.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Riflenades are rather iffy
«
Reply #19 on:
September 05, 2012, 04:36:45 pm »
accuracy doesnt WORK for ballistic weapons
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