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Author Topic: [CW] Bren Munition Price.  (Read 13090 times)
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tank130 Offline
Sugar Daddy
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Posts: 8889


« Reply #40 on: May 21, 2013, 09:38:29 am »

There's a difference between porting over an identical unit (mirroring) and creating a unit in the same category with different stats and abilities to make up for an essential role (balancing). For example if one faction did not have artillery that would be a big disadvantage, giving them an artillery unit is not mirroring unless the unit is identical to another unit.

If that faction still worked without it, in an efficient way, then your point would be moot. Just like it is in this case......

CW has never needed grenades to be effective. You are doing it wrong Pony. Learn to use the faction as it was designed. If it does not fit your playstyle, then do not play it or adapt your style.

<snip> Stop trying to give every faction identical shit.

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PonySlaystation Offline
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Posts: 4136



« Reply #41 on: May 21, 2013, 09:57:06 am »

It's not identical, a rifle grenade is a grenade with longer range.

As for rifle grenades being effective, they are not, they are underpowered and it's very difficult to buff them because they are too random. Overall it's a bad idea to have a weapon be dictated by random chance. Even with my suggestion they would still be rifle grenades, something no other faction has, but more reliable as a weapon to counter buildings and support weapons without making it overpowered or underpowered.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #42 on: May 21, 2013, 10:08:44 am »

It's not identical, a rifle grenade is a grenade with longer range.


A rifle grenade is not the same as a grenade. The only thing they share is the name, they are not meant for the same role.

A grenade (us/wher) is a short range triggered ability designed to either do high damage in a burst or move units out of cover.

The rifle grenade is a passive DPS increase that is designed to allow the infantry to hit from behind shot blockers as well as increased damage against units in cover.

you are honestly getting held up on the fact its called a grenade
« Last Edit: May 21, 2013, 10:12:26 am by Spartan_Marine88 » Logged

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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #43 on: May 21, 2013, 12:21:34 pm »

Riflenades are terrible, it's really not even possible to use them half the time.

They more often that not, don't hit at all. Even if they do, they rarely do a decent amount of damage. God forbid if the enemy is standing in cover.

Giving them extra range is a must in my eyes. If any ones ever taken the top RCA T4, they will know that +5 range to Rifle nades is a god send, as i out ranges most rifles then and you just creep off and launch volley after volley. They could really use a tighter scatter too, sometimes it'll land half way between you and your target.

Also, the fact that they are a passive upgrde, rather than an ability, is somewhat... Problematic? On one hand, being passive means it's often and your not waiting for cool downs. But on the other hand, if the enemy closes, you'll most likely end up hitting your own men with your own weapon. As soon as the enmy close, your men go "ALLAH AKBAR" and proceed to fire riflenades at barely 1 ft into the enemy, blowing up themselves and the enemy Tongue

-Faster projectile.

-Far less scatter.

-Keep them from firing on the move.

Gratz, you now have squad-portable blob control. BT, implimentz.

Add a 5-10m minimum range. Win.
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PonySlaystation Offline
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Posts: 4136



« Reply #44 on: May 21, 2013, 12:22:55 pm »

It's very much like scotzman said, either they remain passive and useless, or they are buffed and become overpowered like with mutliple LTs in vCOH. It's very problematic. Making it into an ability would solve all of that, only the method of usage would change, not the weapon itself.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #45 on: May 21, 2013, 12:35:52 pm »

Add a 5-10m minimum range. Win.

lulzOP

they are perfectly fine as is atm...
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Smokaz Offline
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« Reply #46 on: May 21, 2013, 12:37:41 pm »

How about buffing g43s  too - you hardly ever see regular g43s have an impact anymore
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CrazyWR Offline
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Posts: 3616


« Reply #47 on: May 21, 2013, 12:41:49 pm »

mostly because if you sit still you get airburst mortared.
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AmPM Offline
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Posts: 7978



« Reply #48 on: May 21, 2013, 12:45:20 pm »

mostly because if you sit still you get airburst mortared.

Well, that and they are ineffective vs the horde of elite allied infantry...

Should put the old Slow back in TBH.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #49 on: May 21, 2013, 12:47:18 pm »

if you have an equal amount of g43 pgs and allied infantry, the g43s will do pretty good work...
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #50 on: May 21, 2013, 12:50:09 pm »

if you have an equal amount of g43 pgs and allied infantry, the g43s will do pretty good work...

I dunno, for the MU price I would rather take 2 BAR's....and vs Rangers they just tickle.

At least Slow let you keep them in your sweet spot for range, and prevented rushes at your support.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #51 on: May 21, 2013, 01:07:25 pm »

K, here is a thought.

Lets give the riflenades Airburst projectile instead of a grenade. It might actually kill something then.

amirite?
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #52 on: May 21, 2013, 01:24:26 pm »

K, here is a thought.

Lets give the riflenades Airburst projectile instead of a grenade. It might actually kill something then.

amirite?

Rifle nades are awesome at killing. You just need 2-3 squads of them and they evaporate enemy infantry in a hail of explosive death.
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XIIcorps Offline
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Posts: 2558



« Reply #53 on: May 21, 2013, 02:52:52 pm »

Rifle nades are awesome at killing. You just need 2-3 squads of them and they evaporate enemy infantry in a hail of explosive death.
So i need 10-15 pop and 225 mu to kill a 4-5 pop squad. ?

Something a 4-5 pop 25mu upgrade can do

Seems perfectly balanced to me -_-

And I'm doubtful of the rifle nades all hitting as nikomas said 11/12 will miss 90% of the time all the time.

They could use without a shadow of a doubt a projectile speed increase, so its not like throwing badminton shuttlecocks at the enemy with similar results
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #54 on: May 21, 2013, 02:54:52 pm »

So i need 10-15 pop and 225 mu to kill a 4-5 pop squad. ?

Something a 4-5 pop 25mu upgrade can do

Seems perfectly balanced to me -_-

And I'm doubtful of the rifle nades all hitting as nikomas said 11/12 will miss 90% of the time all the time.

They could use without a shadow of a doubt a projectile speed increase, so its not like throwing badminton shuttlecocks at the enemy with similar results

10-15 pop will destroy things, pop smoke, move others into it, troll some HMGs. All you have to do is watch out for flamers or nades.
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nikomas Offline
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« Reply #55 on: May 21, 2013, 03:30:14 pm »

AmPm keep in mind that they've got !30! range, literally 5 less than standard rifles.
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AmPM Offline
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« Reply #56 on: May 21, 2013, 03:36:00 pm »

AmPm keep in mind that they've got !30! range, literally 5 less than standard rifles.

30+ RANDOM SCATTER RAWR!!

I've always had a good time with them, between smoke, indirect fire and random annihilation of squads.
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XIIcorps Offline
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« Reply #57 on: May 21, 2013, 03:51:19 pm »

I've had fun with them too, but there just not effective.

Any elite inf just shrug off the nades and begin to cannibalize your tommies.
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AmPM Offline
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Posts: 7978



« Reply #58 on: May 21, 2013, 03:52:47 pm »

I've had fun with them too, but there just not effective.

Any elite inf just shrug off the nades and begin to cannibalize your tommies.

Welcome to the club, PE get destroyed by elite infantry.
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