Building nerf.
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Guess Ill just have to get used to new buildings. Its obviously a positive move, but quite hard to get used to.
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Before you had situations where one squad in a building could hold off an entire army, which was either ridiculous, boring, or game-breaking, depending on your perspective. So, yeah, positive change and big thanks to Relic for putting it in. This change and a few other small changes in the current patch have made big improvements.
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Posts: 710
but yea, buildings are now worse than green cover
This exactly. Well I'm not really complaining, before it was just ridiculous. But it's also a bit funny that they don't provide any protection anymore.
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Now its a case of spamming sandbangs if you need to hold a point.
They are much worse than buildings in coh1 were.
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Permanently BannedMost armor for example still cant do much to units inside a buildings, iirc.
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Certainly grens and PGs own them atm.
Posts: 604
Unless I mixed something up, I get the following reductions:
Garrison 57.75%
Garrison old 84%
Heavy 75%
Light 50%
Smoke 75%
Bunker 87.75%
Trench 94% (lolwut?)
Of course this is only against small arms. Other weapons have completely different modifiers. Tanks for example are better vs. Heavy cover (-50%) than against Garrison cover (-75%) although you have to consider the AoE multiplier mentioned in some recent patch notes (larger AoE when attacking houses iirc).
Another thing to consider is unit spread. Inside a house the infantry is normally spread across several windows, whereas they tend to be very closely together when in heavy cover. This of course changes AoE damage potential but also small arms performance:
At least in CoH1 (unless I mix something up) you could only deal damage to the entities in windows facing you. This also means the squad can't retaliate with its full DPS and the small arms fire from the unit outside is focused on fewer targets (e.g. PGrens vs. Conscript squad = ideal example). Outside the house (e.g. in Light or Heavy cover) the damage would normally be spread more evenly between targets. This also explains the mincing of conscripts someone described further up.
Overall, I'm not sure if Garrison cover is now too bad but it definitely needed changes. Green cover also isn't available so readily on most maps and when it is available, it often leads to units clumping up because the area is very small, which ultimatelly makes them very vulnerable to explosions.
Let the construction of sandbags and trenches commence!
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Also worth noting that sandbag build time got decreased from 120 sec to 80 sec.
Posts: 604
1 - (accuracymod * damagemod)
so for example for trenches 1 - (0.2 * 0.3) = 0.94
For calculating the average overall dealt damage it'd be 6% = (0.2 * 0.3)
For the vehicle example I dropped the accuracy modifier because ballistic vehicle weapons normally "always miss", so only the damage modifier applies (unless the modifier also affects AoE accuracy, but I don't think it does).
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It is a combination for calculating the average overall damage reductionThanks for the explanation! I don't suppose you've done any digging and found out anything about changes to the effectiveness of mortars and snipers on buildings?
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I don't think mortars were changed against buildings.
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It is not overnerfed at all...
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