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Extra damage of grenades vs armor.

Posted: Mon 28 Mar, 2016 10:43 pm
by [EL] A Paige (of AT)
http://www.gamereplays.org/dawnofwar2/r ... &id=310720

I was told, because of my grenades upon a chimera, that Elite favours SM. I personally do not see this, as far as I know, all grenades across all races have improved damage vs vehicles. I understand the reasoning behind it, they are explosives, and in theory, they should be doing considerable damage against vehicles. I know there are a few things Harry could have improved upon in this particular match, but is this improved damage really broken? I find it quite hard to snipe a vehicle that is moving, which is why I forced melee.

Re: Extra damage of grenades vs armor.

Posted: Mon 28 Mar, 2016 10:52 pm
by Forestradio
[EL] A Paige (of AT) wrote:but is this improved damage really broken?

Yeah it is, the change doubled grenade damage to vehicles which was totally unnecessary

Killed a ~350 hp falcon with double DA nades a while back, that shouldn't be possible :/

But no it doesn't make it an sm mod, last time i checked there are plenty of things that got changed (DA, AKST, kasrkin, k nob) with that change. For example a manti can be one-shotted with K nob stikks+mega boom kit atm, which is just plain silly (yeah the manti won't live long if the k nob gets to t3 but in t2 it's not justifiable).

The modifier needs to go back down to at least 0.33 or even the original value of 0.25, grenade abilities were not underperforming at all previously and didn't need a buff to their utility, if light vehicle rushes need a nerf then nerf the light vehicles, if linebreaking walkers need a nerf then nerf the walkers.

Re: Extra damage of grenades vs armor.

Posted: Mon 28 Mar, 2016 11:58 pm
by Adeptus Noobus
I agree with Forestradio on everything he said, and not just because it was my Falcon that got sniped. Since rear armor is not confined to the rear area of the vehicle but can on some exotic occasions extend to the center of the vehicle it is rather difficult to avoid double nades out of infiltration dealing massive damage to your vehicle.
I can only repeat what Forest said before: the buff was not warranted nor should it remain at the current level if it is here to stay.

Re: Extra damage of grenades vs armor.

Posted: Tue 29 Mar, 2016 4:50 pm
by HARRYY
Hey paige, if I knew sciuts have a nuclear weapon to dispaatch i could have moved my Chimera. Next time I will do this.... But still, that this is possible at all is totally crazy to me. Kasrkins are T3 infantry and have their emp nade doing like a bit more damage than Scouts. Maybe you understand the Rage in this Replay ;)
Further,
Im still experimental on this game, so I played without sentinal.... Over on gamereplays you make it Sound easy, like I should have went for detection and everything would run fine for me. Catachans bleed so Hardcore they Ruin the whole fucking Eco with their uselessness. theres not much I can do with them against Apo supported Army. Just to get them because you can field Scouts in your Roster is making Design-decision within the Elite-mod look ridiculous. I also cannot field hwt alone as you have seen in the match. Im fuxked. I guess I have to play GM GM sent catas. Just as in nost matchups. This brjngs me to the point IG is boring linear. Creativity is trashed, since every Race has a lot of Counters very early accessible. While IG suppression weakness remains.

Re: Extra damage of grenades vs armor.

Posted: Tue 29 Mar, 2016 6:27 pm
by Lichtbringer
It was bad enough when I lost capping squads to infiltrated scout nades, it's even worse now when I lose a Fireprism to that :D

I am not saying it's OP, and I was very happy when I first read about it, and I play Eldar, so I also profit somewhat. (Maybe I should try 2 Warpspiders + 3 Direavengers :D).
Also, I already have to buy Rangers to protect my Fireprisms agaisnt many races, might be ok if I have to buy them against SM (Infiltrated Scouts are annoying anyway.)

Re: Extra damage of grenades vs armor.

Posted: Tue 29 Mar, 2016 7:23 pm
by Caeltos
Grenades two-shotting vehicle is not really healthy(let's just say, 2x grenades should inflict some decent damage, but never actually kill a vehicle, unless it's on low health, or there was follow-up damage). I had actually completely disregarded the rear-armot hit, and I would like for a work-around the issue. So I'll have a look at it and see if we can come up with a solution that is more reasonable.

Re: Extra damage of grenades vs armor.

Posted: Wed 30 Mar, 2016 3:36 am
by Oddnerd
Ya, since 3X DA is a fairly popular eldar build nowadays, the extra grenade damage is too dangerous for enemy light vehicles. I have toasted enemy transports that were at 50%hp, and have even taken out walkers at low hp. Frag/photon grenades and stickbombs should not really be anti-vehicle, they are supposed to be anti-infantry.

Re: Extra damage of grenades vs armor.

Posted: Wed 30 Mar, 2016 3:01 pm
by Guilliman
I also agree that grenades should be toned down little vs vehicles. In a 3 v 3 (also reviewed the replay) an enemy double scout team threw two nades right on my ally's rhino and took it out...he was like wtf. It just doesn't seem right :)