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Author Topic: Riflenades are rather iffy  (Read 10898 times)
0 Members and 7 Guests are viewing this topic.
nikomas Offline
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« 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

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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.
Tymathee Offline
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« 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.

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aeroblade56 Offline
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« 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.
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tank130 Offline
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« Reply #3 on: September 05, 2012, 10:05:03 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.
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Tymathee Offline
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« 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 » Logged
aeroblade56 Offline
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« 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.
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Smokaz Offline
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« 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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Uglysori Offline
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The very best player of one of the four factions.

« Reply #7 on: September 05, 2012, 11:39:05 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.
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Smokaz Offline
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« 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.
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nikomas Offline
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« Reply #9 on: September 05, 2012, 12:33:10 pm »

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 Offline
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« Reply #10 on: September 05, 2012, 01:36:24 pm »

I know that before I complained about how they performed...kinda was in wain  Roll Eyes
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aeroblade56 Offline
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« 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)
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Contaminator Offline
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« 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.
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Tymathee Offline
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« 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.

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aeroblade56 Offline
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« 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.
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Smokaz Offline
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« Reply #15 on: September 05, 2012, 02:49:16 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 Offline
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« 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.
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Smokaz Offline
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« Reply #17 on: September 05, 2012, 03:42:40 pm »

lol @ your stats
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aeroblade56 Offline
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« 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.
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Smokaz Offline
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« Reply #19 on: September 05, 2012, 04:36:45 pm »

accuracy doesnt WORK for ballistic weapons
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