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Author Topic: PE] At nades = useless. they need bettter splash!  (Read 7399 times)
0 Members and 4 Guests are viewing this topic.
AlcapwneD Offline
EIR Veteran
Posts: 91


« on: May 10, 2009, 08:39:22 pm »

These things are better off being 15-5mu at the cost of its uselessness, ive used in all my games and it hardly ever hits its target within its radius, short-mid range i get a decent chance of hitting it, the only way it can be effective if its in close range (if its blocked or damage engine), but tanks back up faster than the infantry.
even at close range the nades are overthrown and does no damage at all, or hits it and the tank doesnt tank damage. so what i suggest if its radius & damage output is increased to a small extent or increase uses to 4 or something that will make it worth 25mu.

i could fraps some examples if need be..
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #1 on: May 10, 2009, 08:45:03 pm »

Could we make them explode from impact against a tank instead of just hitting the ground?

Because as I believe they are thrown at the tank not the ground under it, these are not frags!
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Groundfire Offline
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Posts: 8511



« Reply #2 on: May 10, 2009, 08:57:18 pm »

you need ATHTs and treadbreaker for these to work.
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gamesguy2 Offline
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« Reply #3 on: May 10, 2009, 09:04:46 pm »

Could we make them explode from impact against a tank instead of just hitting the ground?

Because as I believe they are thrown at the tank not the ground under it, these are not frags!

Not without screwing up all other nades as well.

AT nades were good against emplacements, but now there are very few emplacements...
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AlcapwneD Offline
EIR Veteran
Posts: 91


« Reply #4 on: May 10, 2009, 09:13:10 pm »

Could we make them explode from impact against a tank instead of just hitting the ground?

Because as I believe they are thrown at the tank not the ground under it, these are not frags!

indeed.
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CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #5 on: May 10, 2009, 09:16:54 pm »

Unfortunately, I don't think that's how they are coded. They are pretty much 0 second grenades. If you look closely at the grenade when they throw it, It actually looks like a Pineapple grenade! (American)
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Staplerfahrer Offline
EIR Veteran
Posts: 50


« Reply #6 on: May 10, 2009, 09:37:34 pm »

AT grenades are hilariously pointless.

Even if they hit, they deal laughable damage.  You could give them to every PzGren squad for free and they would still be ineffectual.

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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #7 on: May 10, 2009, 10:00:41 pm »

Surely you jest?

AT nades a good vs howitzers and m10s when they hit.

Well anyway to make AT nades hit upon impact all you have to do is go into the ebps projectile file for the AT nade and set it's collision type to tp_artillery.

Then it will explode upon impact with hedges, tanks guns ect.

I tried it out and it kinda looks like when a pzfaust hits something, sparks and all ON the vehicle rather than under it. It would make the battle look better and be more realistic and effective.

And if you REALLY wanted to buff them you could give them the sticky collision type so they followed the kiting tank....
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RikiRude Offline
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« Reply #8 on: May 10, 2009, 10:19:49 pm »

I've only seen these used effectively against emplacements and blocked M8s, other then that they are pretty crappy. I think a lower price could be needed, although how do they work again infantry? because im not sure how good it would be to give PE super cheap nades if they work good against inf.
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Illegal_Carrot Offline
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« Reply #9 on: May 10, 2009, 11:05:52 pm »

I've only seen these used effectively against emplacements and blocked M8s, other then that they are pretty crappy. I think a lower price could be needed, although how do they work again infantry? because im not sure how good it would be to give PE super cheap nades if they work good against inf.
It's less effective again infantry than the Gren's potato masher 'nade.
So yeah, they suck.
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Piotrskivich Offline
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« Reply #10 on: May 10, 2009, 11:42:48 pm »

It's less effective than acting like lunatics and hoping the Americans quit the field.
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Tymathee Offline
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« Reply #11 on: May 11, 2009, 03:08:48 am »

i love at nades, they have a faster wind-up than stickies and since a lot of people dondt use them, when you throw 'em at a tank, you usually surp rise. 

what I usually do is try and find a way to make the tank stop and then pop it with at nades. I've killed lots of tanks with those babies. Or you throw them into the area you think the tank is going. They also work great against say, bunkres and emplacements and howitzer and omg, they wtfpwn at guns.
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Staplerfahrer Offline
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« Reply #12 on: May 11, 2009, 06:35:34 pm »

what I usually do is try and find a way to make the tank stop and then pop it with at nades. I've killed lots of tanks with those babies. Or you throw them into the area you think the tank is going. They also work great against say, bunkres and emplacements and howitzer and omg, they wtfpwn at guns.

I was gonna let this post slide until I read that last part.

I call BS.  Unless you have a vid or a replay, you're lying or heavily distorting the truth.
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RikiRude Offline
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« Reply #13 on: May 11, 2009, 06:54:07 pm »

what I usually do is try and find a way to make the tank stop and then pop it with at nades. I've killed lots of tanks with those babies. Or you throw them into the area you think the tank is going. They also work great against say, bunkres and emplacements and howitzer and omg, they wtfpwn at guns.

I was gonna let this post slide until I read that last part.

I call BS.  Unless you have a vid or a replay, you're lying or heavily distorting the truth.

that's a might good use for them, and if they work good on all those things mentioned why wouldn't they work that good on an ATG?
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Unkn0wn Offline
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« Reply #14 on: May 11, 2009, 06:55:41 pm »

I tried using them against infantry the other day and my opponent's response was 'lolwut'.
It's not like I had anything else to throw them on Tongue.
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Staplerfahrer Offline
EIR Veteran
Posts: 50


« Reply #15 on: May 11, 2009, 07:01:37 pm »


that's a might good use for them, and if they work good on all those things mentioned why wouldn't they work that good on an ATG?


It MIGHT be a good use for them if they did enough damage to take out decrewed equipment.  But, from experience, it takes greater than two AT grenades to take stuff out.
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RikiRude Offline
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« Reply #16 on: May 11, 2009, 10:28:41 pm »


that's a might good use for them, and if they work good on all those things mentioned why wouldn't they work that good on an ATG?


It MIGHT be a good use for them if they did enough damage to take out decrewed equipment.  But, from experience, it takes greater than two AT grenades to take stuff out.

dude, i forgot the y at the end, as in a "mighty" good use for them.
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gioni78 Offline
EIR Regular
Posts: 3


« Reply #17 on: May 11, 2009, 11:07:10 pm »

since pe has almost no viable antitank, tank awareness or apcr might be better than at nades for assault, just a thought.
At least in vanilla that's wh i play tank hunters, apcr and tank awareness.
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Scyn Offline
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« Reply #18 on: May 11, 2009, 11:10:24 pm »

Patience.
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Tymathee Offline
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« Reply #19 on: May 12, 2009, 02:43:05 am »

what I usually do is try and find a way to make the tank stop and then pop it with at nades. I've killed lots of tanks with those babies. Or you throw them into the area you think the tank is going. They also work great against say, bunkres and emplacements and howitzer and omg, they wtfpwn at guns.

I was gonna let this post slide until I read that last part.

I call BS.  Unless you have a vid or a replay, you're lying or heavily distorting the truth.

one at nade usually takes it to about 60% or 50% health. If you have two guys throw an at nade each, it will kill it. I do it all the time.

AT Gun Health = 300
AT Nade Damage = 100-150
Dmg vs Towed gun = 100%

so yes, if you have two at nades, two CAN kill it and 3 will kill it.
« Last Edit: May 12, 2009, 02:44:45 am by Tymathee » Logged
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