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russian armor

Snare changes??

13 Jul 2015, 03:19 AM
#1
avatar of Rifleman89

Posts: 66


Saw this recently... is it true?

"So coming up in the June 23rd patch, panzerfausts and at nades can no longer get an engine crit on medium/heavy vehicles if they are 75% or more on health.
I'm mixed about this, on one hand units like conscripts have even less use in the late game, but a 240mp squad screwing over a super heavy tank seemed a bit ridiculous. What do y'all think about this change?" http://www.reddit.com/r/CompanyOfHeroes/comments/3a7eaa/lets_talk_about_the_upcoming_at_snare_changes/

If so, then only the faust is affected. I have fasted (forgetting this) full/near full health M4/T-34 and it does no real damage against a Allied Tank and you will NOT get an Engine crit. HOWEVER, I see every Russian AT nade that hits a 100% German vehicle still do engine crit - every time.

So who can verify this wasn't a universal nerf, but to OH faust only?
13 Jul 2015, 03:30 AM
#2
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

universal fo sho
13 Jul 2015, 03:36 AM
#3
avatar of iTzDusty

Posts: 836 | Subs: 5

You are definitely seeing things.

All handheld AT nade snares were changed.
13 Jul 2015, 03:58 AM
#4
avatar of Cabreza

Posts: 656

It's definitely universal. About the only issue with the change is that it uses a new crit effect that allows tanks to blitz with engine damage.
13 Jul 2015, 04:14 AM
#5
avatar of Omega_Warrior

Posts: 2561

Crits still happen at 100% to all light vehicles. Is that why you are confused?
13 Jul 2015, 04:33 AM
#6
avatar of BeefSurge

Posts: 1891

Riflemen AT grenades do the most damage. A Marked tank will go down too, think.

13 Jul 2015, 04:51 AM
#7
avatar of Intelligence209

Posts: 1124

It needs to apply to all vehicles, pumas and whatnot
13 Jul 2015, 05:10 AM
#8
avatar of braciszek

Posts: 2053

Riflemen AT grenades do the most damage. A Marked tank will go down too, think.



All AT snares do the same damage. 100.

A full health marked tank will not be engine damaged by a snare. At least with Soviet mark target.
13 Jul 2015, 05:41 AM
#9
avatar of BeefSurge

Posts: 1891

I saw that the AT rifle nade does 135 in the game stats. I'm really not trying to fuck with you or anything, I just remember seeing that.
13 Jul 2015, 05:44 AM
#10
avatar of braciszek

Posts: 2053

I saw that the AT rifle nade does 135 in the game stats. I'm really not trying to fuck with you or anything, I just remember seeing that.


http://www.coh2-stats.com/explosive_weapons/rifleman_at_rifle_grenade

Theres a lot of similarly named crap in the game files. Apparently there are volks panzerfausts that do over 100 damage.
13 Jul 2015, 05:47 AM
#11
avatar of BeefSurge

Posts: 1891

Hmm, thanks.
13 Jul 2015, 06:03 AM
#12
avatar of Cabreza

Posts: 656



http://www.coh2-stats.com/explosive_weapons/rifleman_at_rifle_grenade

Theres a lot of similarly named crap in the game files. Apparently there are volks panzerfausts that do over 100 damage.


I think those Fausts are left over from the Western Fronts Beta where relic experimented with all vehicle snares doing more damage in exchange for no longer providing any snare effect. Didn't exactly work out.
13 Jul 2015, 06:46 AM
#13
avatar of Highfiveeeee

Posts: 1740

Fun fact: Allies were even nerfed a bit more as the AT nade engine crit is bugged. The crit itself is different 'from the usual' engine damaged crit. This makes it possible to use Blitzkrieg as Axis even with a damaged engine.
13 Jul 2015, 07:46 AM
#14
avatar of Necrophagist

Posts: 125

I'm not exactly sure, and a bit lazy to test it, but I noticed that the game checks for that 75% health state after the damage of the grenade is applied, meaning you can snare a vehicle that is seemingly at above 75-80% health.

For example, you can always snare a full health P4 with double at nades (given they penetrate):
1st nade gets it to about 85% health (no snare)
2nd nade gets it to about 70% health, and snares it.
13 Jul 2015, 07:47 AM
#15
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1

I'm not exactly sure, and a bit lazy to test it, but I noticed that the game checks for that 75% health state after the damage of the grenade is applied, meaning you can snare a vehicle that is seemingly at above 75-80% health.

For example, you can always snare a full health P4 with double at nades (given they penetrate):
1st nade gets it to about 85% health (no snare)
2nd nade gets it to about 70% health, and snares it.


That's how it is supposed to work. If a vehicle goes below 75% HP at the end of the hp check, it is snared.
13 Jul 2015, 07:53 AM
#16
avatar of Necrophagist

Posts: 125



That's how it is supposed to work. If a vehicle goes below 75% HP at the end of the hp check, it is snared.


I understand why it works that way, but we can agree to disagree on the 'supposed to' part :P
13 Jul 2015, 07:59 AM
#17
avatar of Aerohank

Posts: 2693 | Subs: 1

It is universal. Keep in mind that the 75% damage check for crit is done after the damage of the AT nade has been dealt. So a 400hp vehicle like a Panzer 2 or a Stuart will get an engine crit from a single faust or AT nade.

Medium tanks like Panzer 4s have 640 HP, so will either need 2 AT nades to disable the engine, or a hit from an AT gun or something similar and an AT nade.
13 Jul 2015, 07:59 AM
#18
avatar of BeefSurge

Posts: 1891

Game might be better if AT snares did way more damage but didn't snare.
13 Jul 2015, 08:00 AM
#19
avatar of comm_ash
Patrion 14

Posts: 1194 | Subs: 1



I understand why it works that way, but we can agree to disagree on the 'supposed to' part :P


Can no longer generate critical to units over 75% HP for Medium and Heavy Vehicles


^Relic

If that meant that units above 75% HP couldn't be critted period, then M20s and M3a1s couldn't be critted on the first snare either, and that is a plain terrible idea. The crit check was applied to all vehicles, not just medium and heavies.
13 Jul 2015, 08:02 AM
#20
avatar of Aerohank

Posts: 2693 | Subs: 1

Game might be better if AT snares did way more damage but didn't snare.


It was tried, and it did not work well.
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