Grenades
Posts: 194
I've been trying to pay particular attention to some recent games and I cannot for the life of me figure out why sometimes a grenade causes instant squad wipe and sometimes it does absolutely nothing. Lots of different squad groupings, squad health, retreat and not retreat, and I can't tell a thing.
Thanks.
Posts: 394
Is there concrete evidence of what the damage formula for grenades is? All grenades - rifle, satchel, bundled, etc.
I've been trying to pay particular attention to some recent games and I cannot for the life of me figure out why sometimes a grenade causes instant squad wipe and sometimes it does absolutely nothing. Lots of different squad groupings, squad health, retreat and not retreat, and I can't tell a thing.
Thanks.
The only thing I have noticed is that Grenades do a ton more damage against units in green cover. Other then that I can't pick it either, maybe it's just RNG.
Posts: 94
But i would love to know the rules of thumb as to when they'll do the most damage.
Posts: 394
I've been wondering this myself. It seems to me that there is an AOE component, they seem to work better against squads that bunch up, so if the grenade strikes close to more models they will take more damage.
But i would love to know the rules of thumb as to when they'll do the most damage.
I have found because of the way squads react when you try and give them a command (combination of command input delay and all the squad members bunching up when you issue them a command) you are better off just not moving at all if you are not in green cover. Just stay put and and your guys will stay spread out and just take the grande in the face. When ever I have done that the squad takes fuck all damage.
When I do try and micro away the squad bunches up and takes massive damage from the nade. Try it, it works for me.
Posts: 950 | Subs: 1
as for doing more damage to targets in cover, im pretty sure thats not true. i didnt look at all grenades though. light cover takes normal damage and heavy cover actually takes half damage.
Posts: 476
Posts: 94
Is there initial AOE damage like in a regular HE grenade from guards/shocks/grenadiers etc.
It seems to me like there is some, at least often you'll lose a guy from right when the bottle hits. But i'd love to hear something from people who actually know.
Posts: 952 | Subs: 1
Does anyone know if molotovs have "blast" or if it's all burn DOT damage?
It's 10 hitpoints of damage instantly and 7 hp/second from then on. Flames have a 10% chance to crit and instantly kill as well- I'm not sure if it's 10% per second standing in the molotov's flame though.
Posts: 950 | Subs: 1
i feel like the chance for a crit has to be hapening more than once per second because flame crits are so common.
Posts: 94
Is this similar for regular damage or flames only? At least if it works like in COH1 then damaged units (with full model count) would have more chance to lose models to crits - hence the great benefit of healing them up.
Posts: 950 | Subs: 1
https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdEpuSHcxNko1VGVFYjczYXpFZWhqOHc&pli=1#gid=12
and vehicle crits are here:
https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdEpuSHcxNko1VGVFYjczYXpFZWhqOHc&pli=1#gid=11
but to answer your question, crits are all based on the type of damage. so these instant kills are only for flamethrowers. explosives can cause a crit similar to the flamethrow though. it cant crit entities with >50% hp, but <50% hp has the same 10% chance to die. small arms and ballistic (tank guns) damage have no crits.
Posts: 688
Units in houses are also in cover and grenades have larger effect there (though not sure it goes for Molotov).
The logic is that a fragmentation is being concentrated in a (full or partially) closed space. As with all explosions, a closed space will increase pressure and cause ricochetting.
Posts: 194
@Greendevil, I agree, it seems that not retreating until after the explosion is the way to go. The retreat bunch up can be very fatal.
Posts: 476
Diffrent results could come from diffrent hp on diffrent models, if the almost dead models are in the middel of the impact and the full health ones at the edge, you might lose very little hp.
On the otherhabnd it could happen that a aquad with the same hp has the low hp models at the edge, and the high hp one in the middel. All might die.
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