Pgrens in 250 HT takes damage
10 Sep 2019, 13:22 PM
#1
1
Posts: 927
So it seems to be a bug where pgrens take full damage from AT grenades when inside the 250 Half Track. Pioneers takes no damage so this seems to be a bug and rather balance breaking since Pgrens are the ideal unit to have inside the 250 Half Track. Can this bug be fixed in the upcoming patch?
10 Sep 2019, 14:11 PM
#2
Posts: 13496 | Subs: 1
So it seems to be a bug where pgrens take full damage from AT grenades when inside the 250 Half Track. Pioneers takes no damage so this seems to be a bug and rather balance breaking since Pgrens are the ideal unit to have inside the 250 Half Track. Can this bug be fixed in the upcoming patch?
I am under impression that they are ST44 gives priority as a target so they are begin targeted instead of the vehicle.
10 Sep 2019, 16:20 PM
#3
Posts: 1614 | Subs: 3
So it seems to be a bug where pgrens take full damage from AT grenades when inside the 250 Half Track. Pioneers takes no damage so this seems to be a bug and rather balance breaking since Pgrens are the ideal unit to have inside the 250 Half Track. Can this bug be fixed in the upcoming patch?
This is not a really bug, rather it's an inconsistency with snares.
Axis Faust = minimal AoE + 'damage all in hold' false = no damage to units inside halftracks.
OKW AT riflenade = low AoE + 'damage all in hold' false = minimal damage to units inside halftracks.
USF AT riflenade = high AoE + 'damage all in hold' false = minor damage to units inside halftracks.
AT nades = medium AoE + 'damage all in hold' true = high damage to units inside halftracks.
Now where the snare hits is important and is propably why you thought Pio's don't receive damage inside the 250 while they actually do, it makes positioning of the 250 important:
AT nade hits the front of the 250 = no damage to models inside the vehicle.
AT nade hits either side = high damage to all four models.
AT nade hits the rear = high damage to the two models in the back of the 250.
To the patch team: because AT nades are the real outlier here, I'd propose setting 'damage all in hold' to false as the most easy solution to this problem.
10 Sep 2019, 17:26 PM
#4
1
Posts: 927
This is not a really bug, rather it's an inconsistency with snares.
Axis Faust = minimal AoE + 'damage all in hold' false = no damage to units inside halftracks.
OKW AT riflenade = low AoE + 'damage all in hold' false = minimal damage to units inside halftracks.
USF AT riflenade = high AoE + 'damage all in hold' false = minor damage to units inside halftracks.
AT nades = medium AoE + 'damage all in hold' true = high damage to units inside halftracks.
Now where the snare hits is important and is propably why you thought Pio's don't receive damage inside the 250 while they actually do, it makes positioning of the 250 important:
AT nade hits the front of the 250 = no damage to models inside the vehicle.
AT nade hits either side = high damage to all four models.
AT nade hits the rear = high damage to the two models in the back of the 250.
To the patch team: because AT nades are the real outlier here, I'd propose setting 'damage all in hold' to false as the most easy solution to this problem.
Oh i didnt know that, the inconsistency is really confusing. This kinda thing really puts RNG and luck too much into the equation. This reminds me of coh1 US nuclear grenades which sometimes killed 1-2 models and sometimes nuked the whole squad even when spaced out.
10 Sep 2019, 17:42 PM
#5
Posts: 8154 | Subs: 2
This is not a really bug, rather it's an inconsistency with snares.
Axis Faust = minimal AoE + 'damage all in hold' false = no damage to units inside halftracks.
OKW AT riflenade = low AoE + 'damage all in hold' false = minimal damage to units inside halftracks.
USF AT riflenade = high AoE + 'damage all in hold' false = minor damage to units inside halftracks.
AT nades = medium AoE + 'damage all in hold' true = high damage to units inside halftracks.
Now where the snare hits is important and is propably why you thought Pio's don't receive damage inside the 250 while they actually do, it makes positioning of the 250 important:
AT nade hits the front of the 250 = no damage to models inside the vehicle.
AT nade hits either side = high damage to all four models.
AT nade hits the rear = high damage to the two models in the back of the 250.
To the patch team: because AT nades are the real outlier here, I'd propose setting 'damage all in hold' to false as the most easy solution to this problem.
I imagine this been like there is no kind of guideline so we end up with so many inconsistencies across the board.
Probably no one up to this date bothered to check it. Should PM modteam if it's possible to fix now or later as it SHOULD only be a true to false change.
PD: never undersestimate how unrelated things can bug out.
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