Snare changes??
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?
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All handheld AT nade snares were changed.
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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.
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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.
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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.
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Posts: 125
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.
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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.
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
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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.
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I understand why it works that way, but we can agree to disagree on the 'supposed to' part
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.
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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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