Login

russian armor

How does armor work in CoH2?

2 Jul 2013, 08:27 AM
#21
avatar of cr4wler

Posts: 1164

didn't check the stats since closed beta, but there should be near/far accuracy modifiers and also a max range for a weapon. if you go from far to near, it becomes quite obvious how this works: max range is higher than far range --> everything between max and far is considered far, everything between far and near is considered near, everything between near and 0 is untargetable.

while the stats (and some of the names) might seem intimidating/confusing at first, it really isn't rocket science. the actual calculations are fairly simple.

it doesn't get much easier than "penetration divided by armor equals penetration chance".

Admittedly, there are loads and loads of modifiers that can complicate things, but as soon as you understand all of them, the whole system becomes a whole lot easier to understand.
2 Jul 2013, 13:24 PM
#22
avatar of Adder

Posts: 78

didn't check the stats since closed beta, but there should be near/far accuracy modifiers and also a max range for a weapon. if you go from far to near, it becomes quite obvious how this works: max range is higher than far range --> everything between max and far is considered far, everything between far and near is considered near, everything between near and 0 is untargetable.


I don't see a "max range", only "near" and "far" ranges.

I presume that the actual range of the weapons are between the near and far ranges.

What I don't know is how that affects accuracy.

e.g.

near range = 0
far range = 35
near accuracy = .3
far accuracy = .6

The accuracy at 0 and at 35 is obvious. What is the accuracy at 20?

My best guess would be ((actual range / far range) * (far accuracy - near accuracy) + near accuracy).

That would be:
((20 / 35) * (.6 - .3)) + .3 =
(.57 * (.3)) + .3 =
.471
2 Jul 2013, 13:35 PM
#23
avatar of cr4wler

Posts: 1164

come to think of it, actually, iirc, there already was a thread about this, probably during closed beta. a relic dev answered to a remark kolaris made, criticizing the move to get rid of the 3 tiered short/medium/long range system to near/far... and iirc, it actually was different than how i explained it above. can't recall exactly how it worked, but i am quite certain that it came down to a simplified form of having a three tiered range system... if only this site had a search function or a "show all threads with posts from this member" function or something like that...

anyways, just because i like numbers, i will look up the stats when i get home from work. maybe it'll come back to me.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

917 users are online: 917 guests
0 post in the last 24h
0 post in the last week
28 posts in the last month
Registered members: 49400
Welcome our newest member, praptitourism
Most online: 2043 users on 29 Oct 2023, 01:04 AM