Someone should made a test with vet vet4 Obers inside a house vs UKF sniper.
A UKF sniper firing at vetted Obers garrisoned is house can miss.
Think all snipers have an accuracy of 200% that allow them to miss against extreme cover bonuses...
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Someone should made a test with vet vet4 Obers inside a house vs UKF sniper.
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To clarify, there's only three types of cover (Yellow, Green and Red) with exceptions buildings. Cover works in direction. In simplest terms, that is, if the enemy troops are in cover, and you can draw a visual line that goes from your troops to the enemy troops and it goes through the cover they are using, the enemy is in cover. If not, the enemy's cover position has been flanked, and the cover bonus is negated.
*Yellow Cover is knee-high obstructions, e.g. bushes, barrels, fences, and are often destructible. Crates, from explosions, are often yellow cover.
*Green Cover is best type of cover. They include large wrecks or other massive obstructions. Sandbags always provide green cover, as well as USF Tank Traps. Green cover is often the most difficult to destroy but offer the best protection.
*Red Cover is 'no cover at all', infantry will be more exposed to enemy fire.
The UKF Tommies's bonus is only applied when they are in Green or Yellow cover. Same applies for any cloaking abilities.
Building cover is treated differently, as units in buildings cannot be flanked. A set of different modifiers are applied (e.g. the building specification), but units in buildings are considered to be in green cover.
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To clarify, there's only three types of cover (Yellow, Green and Red) with exceptions buildings. Cover works in direction. In simplest terms, that is, if the enemy troops are in cover, and you can draw a visual line that goes from your troops to the enemy troops and it goes through the cover they are using, the enemy is in cover. If not, the enemy's cover position has been flanked, and the cover bonus is negated.
*Yellow Cover is knee-high obstructions, e.g. bushes, barrels, fences, and are often destructible. Crates, from explosions, are often yellow cover.
*Green Cover is best type of cover. They include large wrecks or other massive obstructions. Sandbags always provide green cover, as well as USF Tank Traps. Green cover is often the most difficult to destroy but offer the best protection.
*Red Cover is 'no cover at all', infantry will be more exposed to enemy fire.
The UKF Tommies's bonus is only applied when they are in Green or Yellow cover. Same applies for any cloaking abilities.
Building cover is treated differently, as units in buildings cannot be flanked and are under different modifiers (e.g. the building specification)
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First of all: snipers do have 2.0 accuracy ("200%"). They do have different modifiers against cover and i'm not sure about the values against retreating squads. It used to be that sniper might miss squads with high values of RA.
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Slight off-topic:
Question I am unsure about: Is the bonus that units obtain when in cover, the sum/multiplication of covers?
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Tommies, Sappers, Commandos, Sniper gain an additional *0.9 modifier to their received accuracy while in light or heavy cover. Garrison cover is not improved, and thus trenches aren't either.
Retreating squads get *0.4 received accuracy, and all 3 sniper squads have an additional *0.6 multiplier against retreating targets, leaving them at 2*0.6*0.4 = 0.48*whatever received accuracy the retreating squad has.
And then there's the ostheer sniper lolshot with its 1000% accuracy.
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100% for UKF
80% for SU
66% for OH
UKF sniper has 0.5 modifier
SU sniper has a 0.4 modifier
Os sniper has a 0.325 modifier
Quote by: Confucius
A man who has committed a mistake and doesn't correct it is committing another mistake.
Why don't we stop this passive aggressive nonsense and focus on the topic.
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