Green cover suppression and some issues
Posts: 240
1. This happens to me many times. I put a squad behind sandbag green cover, 50cal first burst didnt pin my squad. But my squad pinned after 2nd or 3rd burst.
2. WC51 didnt not destroy after hitting mine. I understand next patch wc51 wont be destroyed when hit the mine. But current patch wc51 still has some 5% health remaining when hit the mine, ninja change?
Posts: 17914 | Subs: 8
2. OKW mines do 200 dmg, all ultra lights except M3(240 after patch) have 240hp.
Posts: 240
1. Cover is directional and all models need to be in cover, if one is not, you'll be suppressed.
2. OKW mines do 200 dmg, all ultra lights except M3(240 after patch) have 240hp.
1. I am pretty sure all units sitting behind green cover, still suppressed somehow, maybe just bad luck
Posts: 13496 | Subs: 1
1. I am pretty sure all units sitting behind yellow cover, still suppressed somehow, maybe just bad luck
Unless in garrison units can be suppressed regardless of the type of cover they are.
A unit received firing from from unit that can suppress get has its suppression "value" increased. At the same time the same value get automatically decreased, if the difference is positive it will eventually be suppressed and eventually suppressed.
Posts: 2458 | Subs: 1
1. I am pretty sure all units sitting behind yellow cover, still suppressed somehow, maybe just bad luck
Yellow cover doesn't stop units from getting suppressed. It just takes longer for MGs to suppress units in yellow cover compared to neutral or negative cover.
Green cover is supposed to protect against suppression but in COH2 that also doesn't work properly because it's often hard to make sure every model is behind green cover. Even behind sandbags you often have the problem of one model of a infantry squad standing beside the sandbag and not behind it. I really hope in COH3 this will be fixed and units aren't so clumsy when around cover.
Posts: 240
Yellow cover doesn't stop units from getting suppressed. It just takes longer for MGs to suppress units in yellow cover compared to neutral or negative cover.
Green cover is supposed to protect against suppression but in COH2 that also doesn't work properly because it's often hard to make sure every model is behind green cover. Even behind sandbags you often have the problem of one model of a infantry squad standing beside the sandbag and not behind it. I really hope in COH3 this will be fixed and units aren't so clumsy when around cover.
Typo, i dont know why I type yellow, green cover.
Sometimes. even behind wall with green cover, but still suppressed.
Posts: 956
Typo, i dont know why I type yellow, green cover.
Sometimes. even behind wall with green cover, but still suppressed.
Suppression affects the whole squad but iirc it just needs one model to be exposed to suppression to get the whole squad down. So even if it's just John-never-takes-cover - even if it's only that model who receives suppression fire the whole squad will be automatically suppressed as well.
Posts: 13496 | Subs: 1
Typo, i dont know why I type yellow, green cover.
Sometimes. even behind wall with green cover, but still suppressed.
Unit can be suppressed even if fully behind green cover. Only garrison prevents suppression.
Posts: 3114 | Subs: 2
Typo, i dont know why I type yellow, green cover.
Sometimes. even behind wall with green cover, but still suppressed.
As Vipper said, green cover does not fully prevent suppression, but prolongs it heavily.
In the game, you'll mostly notice it for Axis MGs, Allied MGs either don't do enough suppression or too much damage so that the fight is actually won by pure damage before suppression comes into effect.
Long range specialists can kill the MG though when fighting from green cover.
Posts: 1158
Every squad has a limit for suppression. When the threshold is breached, the squad will enter a suppressed state. Then there is another threshold for pinned. You can say the difference between no suppression applied and limit being 0 - 1. So:
0 = squad is not suppressed and can move and shoot full speed
1 = squad is suppressed and has severely limited movement and shooting capability
2 = squad is pinned and is unable to move and shoot
Every weapon has the capability to apply suppression to its target. Yes, that means if you had enough volks grenadiers firing at some conscripts, you could suppress them if they lived. The problem is the amount of suppression their rifles apply is tiny. Let say .01 (there is a real value, maybe someone can get that for you, I don't have it).
Heavy machine guns have a much higher value, say .4
Every squad has a recovery rate, so for ever game cycle they will remove that amount from their suppression state. Lets say our conscripts are .1
How many game cycles would it take for a heavy machine gun to suppress the squad? It should be 3, .4+.4+.4= 1.2 (threshold of 1 is breached)
If the machine gun stops firing at the squad, the squad will recover in 3 game cycles when it hits .9
You might recall some situations where you were suppressed by a heavy machine gun, got it to stop firing somehow, but because some pioneers were firing on your squad, your squad never stops being suppressed. This is because the pioneers are applying miniscule suppression and they aren't allowing the recovery rate to complete at optimal speed, might take 10x longer(dead by then).
So on to the magic question, why is it that you are getting suppressed behind heavy cover?
The easy answer is: you breached the suppression threshold on your squad.
When you enter heavy cover, the game applies a modifier to your squad, in order to change the amount of suppression being applied from all sources IN THAT DIRECTION. I don't know what the exact number is, but it might be something like .5. Therefore, the HMG will now be applying .2 instead of .4 suppression to your squad. So you can still get suppressed but it takes a hell of a lot more fire to do so.
Also previously stated, if the hmg targets a squad member that is out of cover, the entire squad will get suppressed!
Also, HMG's have an area effect when it comes to suppression. So if the hmg targets a nearby squad, suppression is applied to that squad and a reduced amount is applied to squads in range. This is what allows HMG's to suppress numerous squads. The solutions is to space out your attackers so they don't get caught in the area effect.
If anyone wants to post exact values, please do so
Posts: 13496 | Subs: 1
...
Every weapon has the capability to apply suppression to its target. Yes, that means if you had enough volks grenadiers firing at some conscripts, you could suppress them if they lived...
This is incorrect. Only certain weapon can suppress the rest of the weapon prevent the unit to recover from suppression.
Each squad has a suppression value. When the suppression value reaches 0.2 it gets suppressed, if it reaches 0.6 the unit is pinned.
If it drops to 0.15 it recover from suppression. If it drops to 0.5 it recover from pin.
A unit recovers suppression by:
0.008 per second
0.004 in red cover
0.02 in yellow
0.04 in green
The unit get a huge recover bonus after being out of combat for 7 secs.
Posts: 999 | Subs: 1
This is incorrect. Only certain weapon can suppress the rest of the weapon prevent the unit to recover from suppression.
Each squad has a suppression value. When the suppression value reaches 0.2 it gets suppressed, if it reaches 0.6 the unit is pinned.
If it drops to 0.15 it recover from suppression. If it drops to 0.5 it recover from pin.
A unit recovers suppression by:
0.008 per second
0.004 in red cover
0.02 in yellow
0.04 in green
The unit get a huge recover bonus after being out of combat for 7 secs.
interesting, i didn't know red cover affects suppression recovery, though it makes sense ofc.
Posts: 13496 | Subs: 1
interesting, i didn't know red cover affects suppression recovery, though it makes sense ofc.
Having red cover both increase suppression and decrease suppression recovery is a good way to apply suppression without overdoing it.
I guess one could decrease the yellow cover recovery modifier so that HMG work better in late game.
It seem that we can all learn something from this forum and I only wished there more interesting information and less personal insults.
Posts: 8154 | Subs: 2
...
Check Vipper response and please edit the wrong parts.
As far as how suppression works:
https://www.coh2.org/topic/97939/suppression-mechanic-how-does-it-really-works
Outside of the most obvious effects of it, the small details of how suppression works is something that escapes us even after 8 years has passed from the game released.
Posts: 76
Posts: 163
1. This happens to me many times. I put a squad behind sandbag green cover, 50cal first burst didnt pin my squad. But my squad pinned after 2nd or 3rd burst.
2. WC51 didnt not destroy after hitting mine. I understand next patch wc51 wont be destroyed when hit the mine. But current patch wc51 still has some 5% health remaining when hit the mine, ninja change?
1. If the mg or anything basically is on high enough place it ignores cover.(insert high ground meme)
2. Play ostheer and watch all vehicles burn with teller mine but their infantry is kinda the worst in the game
Posts: 17914 | Subs: 8
1. If the mg or anything basically is on high enough place it ignores cover.(insert high ground meme)
It does not work like this.
2. Play ostheer and watch all vehicles burn with teller mine but their infantry is kinda the worst in the game
Already forgot about utter dominance of osttruppen in 1s and VSL in team games?
Posts: 163
It does not work like this.
Already forgot about utter dominance of osttruppen in 1s and VSL in team games?
1. no comment
2. that's why it is kinda, ostruppen best on early trash later ofcourse it doesn't matter when the game ends too early. VSL, they are cost effective yes but at the expense of having an early "boost" instead of a late game tank like the elefant.
Posts: 1594
1. no comment
Probably for the best, as he is correct. Cover simply does not work like that, height(And even what the cover looks like) has exactly 0 bearing on cover. It's worth knowing that tracers from a hitscan weapon in CoH2 are merely visual, and them going over an obstacle or striking something between the firing unit and their target is meaningless.
I'm sure you've seen an MG set up behind a wall, with (almost) every round fired striking the wall instead of going towards their target? This doesn't actually affect the MG's damage or suppression at all, rounds that are destined to strike a model still phase through everything and hit him anyway, any rounds stopped were never going to hit anything.
Posts: 1594
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