Dawn of War 2

Grenades should have minimum range.

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# 41Dullahan Feb 14 2012, 20:17 PM
Anyone remember the days back when a squad wasn't hurt by its own grenade?

Anyway, nade spiking has been around since the original beta. It isn't going anywhere.

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# 42Cyridius Feb 14 2012, 21:00 PM
I think they should add a random modifier chance that a grenade will explode in the model's hands, killing the whole squad.

Who's with me?
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# 43Anthrax. Feb 14 2012, 22:02 PM
This is how grenades should work

The grenade timer should start counting down as soon as the grenade is thrown into the air.

This would mean that a max range grenade throw would explode as soon as it hits the ground. A point blank grenade throw would explode after a short delay.

This would allow grenades to actually be used the way grenades should be used, instead of a dumb retreat gibber / melee deterrent (though they could still be used as such)

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# 44koshey Feb 14 2012, 22:31 PM
I always wanted nades to work like that.

Interesting enough Men of war(i think) which also uses squads etc allows you to cook nades.

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# 45Arbit Feb 14 2012, 22:42 PM
If a scout/GU squad just sits there and makes no effort to kite, guess what, it's going to nade spike. Move past the squad, score easy retreat kills.

A min range would keep the sorc from subjugating a squad and then nading itself though...

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# 46Riserise Feb 14 2012, 23:43 PM
QUOTE(Arbit @ Feb 15 2012, 01:42 AM) *

If a scout/GU squad just sits there and makes no effort to kite, guess what, it's going to nade spike. Move past the squad, score easy retreat kills.

You're over simplifying this. The squad with the nade holds the cards and deals the damage.

QUOTE(Arbit @ Feb 15 2012, 01:42 AM) *

A min range would keep the sorc from subjugating a squad and then nading itself though...

No it wouldn't.
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# 47OlBloodNGutz Feb 15 2012, 00:46 AM
I think any time you let the AI do anything for you, i.e, charge mechanics because you targeted a grenadier unit from a distance with your melee squads, you deserve whatever you get. Up to and including a grenade to the face.

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# 48Cursed Feb 15 2012, 01:10 AM
The funny thing about leaping hormaguants is sometimes they seem to get these weird resistances to damage, ESP on the jump.

Sometimes I nade them right as they jump into melee but they barely take any damage, and more times I'll nearly wipe the squad, even tho I'm hitting nearly the same number of models each time.....
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# 49Arbit Feb 15 2012, 04:32 AM
QUOTE(Riserise @ Feb 14 2012, 15:43 PM) *

You're over simplifying this. The squad with the nade holds the cards and deals the damage.

You're right, it's more like
1) if you're not right on top of them, then change course when you see the grenade thrower wind up for the toss and they'll miss unless your opponent is prescient/incredibly lucky, or
2) if you're right on top of them, immediately click past them. You'll probably lose some models at the back but you will be positioned to do horrible damage to them in return.

I get what you're saying, though. If you look away for a second and that's when he throws the grenade, you can take terrible losses. But neither can the grenade thrower afford to just sit there and wait until your attention is diverted, because he'll get meleed to death. I like these moments; it's like playing chicken with little army men's lives at stake.
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No it wouldn't.

I guess it would depend on how big of a minimum range we're talking about, but yeah you're right it probably wouldn't solve the problem.

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# 50Reki Feb 15 2012, 05:43 AM
Why didn't you just shoot the guy with the grenade icon over his head?
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# 51Waylander0719 Feb 15 2012, 20:34 PM
Models assaulting against units equipped with defensive grenades gain no Assault Bonus attacks

Defensive grenades are in the 40k tabletop, and are thrown at a charging unit. Personally this alone is enough to make me feel like throwing a nade defensively right in front of your squad is a valid tactic. It makes sense, and has its own dangers associate with it, bad pathing/knockbacks can lead to a wipe of your own squad as well.
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# 52Nuclear Arbitor Feb 16 2012, 01:03 AM
fucking stairs

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# 53Gorb Feb 18 2012, 12:05 PM
QUOTE(WNxBizzie @ Feb 14 2012, 22:00 PM) *
I think they should add a random modifier chance that a grenade will explode in the model's hands, killing the whole squad.

Who's with me?

My triple Guardian cries at the thought.

(do it)

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# 54YUKY Feb 18 2012, 19:36 PM
QUOTE(geg_ma3gau @ Feb 14 2012, 14:04 PM) *

Not horma also asm, storms. and the trick with throwing nade under yourself and pressing x always works. no need to aim or anything, the opponent cant dodge either.

nades wont be useless: they will be still used well with knockdown/stun/supress abilities in combos. they would just require more thought. plus squad wipes on retreart and antigarrisson. theyu are awfully useful, they just dont need those extra cheaty exploits.

L2 micro

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# 55JamusMcgamuS Feb 18 2012, 19:59 PM
QUOTE(WNxBizzie @ Feb 15 2012, 09:00 AM) *

I think they should add a random modifier chance that a grenade will explode in the model's hands, killing the whole squad.

Who's with me?


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# 56ChopperMcChop Feb 18 2012, 20:24 PM
That would be an interesting mechanic thats for sure,im fine with nades atm tho.
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# 57Nuclear Arbitor Feb 18 2012, 23:01 PM
bizzie, that's so horrible i didn't even smile, i just felt bad. i know you were trolling but still...

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