HTD needs to go
Posts: 267 | Subs: 8
Ops double posted by mistake
3 Jul 2013, 19:33 PM
#82
Posts: 642
That's very helpful.
So basically that's why the Ostwind and T70 became so effective in the recent patches? Their scatter was "decreased" so the shots land closer to the missed target (aoe) and possibly hitting another target?
So basically that's why the Ostwind and T70 became so effective in the recent patches? Their scatter was "decreased" so the shots land closer to the missed target (aoe) and possibly hitting another target?
Posts: 267 | Subs: 8
Exactly. Also note a unit like the Ostwind or T70 are not affected as much by moving accuracy since most of their misses still hit the target due to the tight scatter they possess. If we wanted to make Ostwinds less accurate on the move, we would have to add a scatter modifier on the move.
3 Jul 2013, 22:20 PM
#84
Posts: 102
Hey pqumsieh, thanks for the input.
Are small arms projectiles also affected by scatter in terms of damage?
Means, will calculated misses with smalls arms deal damage at all?
I thought I had in my memory that in CoH1 calculated misses with small arms are more a visual feature and even if a projectile would hit by scatter it wouldn't deal any damage.
Cause if I am wrong, distance would mean a HUGE factor in small arms combat.
On one side i could imagine balancing this out could be a little harder. (We gonna need some graphs!)
On the other side it would make sense in combination with "Near" section 0 of all the weapons. So instead of fixed sections for accuarcy multipliers you only have single accuarcy factor from 0 to max range and damage is increased by more and more scatter hits the closer you get to the target
Would appriciate your input once more.
Thanks in advance
Regards
ace
Are small arms projectiles also affected by scatter in terms of damage?
Means, will calculated misses with smalls arms deal damage at all?
I thought I had in my memory that in CoH1 calculated misses with small arms are more a visual feature and even if a projectile would hit by scatter it wouldn't deal any damage.
Cause if I am wrong, distance would mean a HUGE factor in small arms combat.
On one side i could imagine balancing this out could be a little harder. (We gonna need some graphs!)
On the other side it would make sense in combination with "Near" section 0 of all the weapons. So instead of fixed sections for accuarcy multipliers you only have single accuarcy factor from 0 to max range and damage is increased by more and more scatter hits the closer you get to the target
Would appriciate your input once more.
Thanks in advance
Regards
ace
Posts: 267 | Subs: 8
Small arms don't factor in scatter, it's purely visual.
Do you know about point blank on weapons? Most weapons have point blank set to 0-10m; meaning, said weapons have full accuracy at those ranges. Point blank also ignores cover modifiers.
Do you know about point blank on weapons? Most weapons have point blank set to 0-10m; meaning, said weapons have full accuracy at those ranges. Point blank also ignores cover modifiers.
4 Jul 2013, 15:04 PM
#86
Posts: 642
Point blank also ignores cover modifiers.
Ohhhhhhhhhhhhhhhhhhhhh snap! So PPSH's and MP44's are even more lethal than I thought.
4 Jul 2013, 17:19 PM
#87
Posts: 525
strange i don't have any problems with it. i just bring a mortar behind the lines.
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