Q: what types of cover are been used on the game?
Water, halftrack, snow, trenches, bunker?
![](https://i.imgur.com/FQMxvoq.jpg)
Posts: 133
Q: what types of cover are been used on the game?
Water, halftrack, snow, trenches, bunker?
Posts: 1221 | Subs: 41
Posts: 3103 | Subs: 1
I don't think open, smoke, trench, bunker, emplacement or defcover_narrow are used anywhere.
Posts: 680
Posts: 55
"I don't think open, smoke, trench, bunker, emplacement or defcover_narrow are used anywhere."
Thought there was a bug recently, or a nerf at least, where one of the Axis rocket arties was doing too much damage to troops inside trenches?
Posts: 1221 | Subs: 41
"I don't think open, smoke, trench, bunker, emplacement or defcover_narrow are used anywhere."
Thought there was a bug recently, or a nerf at least, where one of the Axis rocket arties was doing too much damage to troops inside trenches?
Posts: 742 | Subs: 1
There is war spoils alpha ongoing and there is balance patch on the way.... we're having ESL and 10k active players daily with 5k peak time.
That is couple of times MORE then some MMOs.
CoH2 playerbase is BIGGER then Planetside 2 playerbase on PC.
There is not a single thing indicating any logical reason to stop or even slow the support for CoH.
We might not see another faction or big expansion, but that isn't exactly a bad thing.
HELL, friggin DoW2 just got 2 DLCs recently, one cosmetic and one playable and how old that game is?
Stop being naive and succumbing to rumors.
Posts: 2636 | Subs: 17
Posts: 218
Posts: 4314 | Subs: 7
If you put a USF officer in a vehicle and use it around Riflemen in combat, does it attain veterancy faster?
I can see creative usage of LT in M20 with a double zook M20 Crew if this is true.
(Major in a Jackson, too.)
Posts: 919
I'm certain units will exit out of doors at random if they are simply told to exit - such as in the case if you selected the building and told everyone to leave, or when an infiltration unit spawns and automatically exits.
Posts: 18
Posts: 13496 | Subs: 1
Cruzz can you look into the Panthers hitbox model.
Posts: 851 | Subs: 1
Posts: 2636 | Subs: 17
elchino7
DPS being calculated as:" Damage x Accuracy x (Shots per burst x Shots fired before reload / Total time to shoot including reload)
Total time to shoot including reload = ((Shoot burst duration + Fire aim time + Wind up + Wind down)*Shots fire before reload) + (Cooldown duration * Reload frequency) + (Reload duration)"
ready_aim_time is the time before firing on a new target if I remember correctly...
Total damage:
accuracy(incremental, range, target_size, moving, cover)*damage(cover)*penetration(range, armor)*burst bullets(range, moving)*(1+reload frequency)
Burst bullets:
1 if single fire, otherwise
Burst duration(range, moving)*rate of fire(range)
Time required:
(wind up+fire aim(range)+burst duration(range, moving)+wind down+cooldown(range, moving))*(1+reload frequency)
- cooldown(range, moving) - fire aim(range) + ready aim(range) + reload duration(range)
DPS: total damage/time required
Accuracy, penetration chance are capped at 1. Burst duration for non burst weapons is 0.125 (this game generally operates on 8 ticks a second, any amount of time is rounded to the closest 0.125). You will have to adjust rate of fire, burst duration, accuracy, cooldown and reload duration all with range. The one -cooldown is because there won't be a cooldown after the last burst before a reload.
Posts: 3103 | Subs: 1
3. I have absolutely no idea how incremental accuracy works at all.
Posts: 2636 | Subs: 17
Pretty sure it's a multiplier that is multiplied again for each model in the firing arc.
Posts: 3103 | Subs: 1
That means, if I am firing at a 6-man paratrooper squad, I may gain better accuracy (depending on the weapon) than if I am firing at a 5-man paratrooper squad? (
Also, with respect to the same modifier, what do the search radius for "near/mid/far" stand for?
Posts: 1221 | Subs: 41
Posts: 1605 | Subs: 1
![]() |
![]() |
![]() |
16 | ||
![]() |
![]() |
![]() |
15 | ||
![]() |
![]() |
![]() |
4 | ||
![]() |
![]() |
![]() |
2 | ||
![]() |
![]() |
![]() |
1 | ||
![]() |
![]() |
![]() |
1 |