I only discussed the definition of cover for the cloaking ability for the sniper, as defined by OP.
You are right, elchino7, there are other types of modifiers which I do not mention, but I wanted to keep on topic - sniper cloak is only affected by green, and yellow cover, as I underlined. (Edit: One could argue that 'no cover', as in no cover icon affects the cloak too as there is no cloaking when not in cover). There is no extreme cover or any other special cover that effect his ability.
Additionally, one could argue for lengthly times if the English definition of "red cover is no cover at all" is correct or not. Red cover is usually in map areas where there is visually "no cover at all", e.g. roads, or large plains. It is still represented by a similar icon as cover, hence the general term red cover. I do agree, there is also a general "no cover", which means, that units are generally not in any kind of cover, but that is represented in-game by the lack of a cover icon. |
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. Holes in terrain, 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 generally considered to be in green cover. |
=> There's no side armor in this game. It's either front, or back. And players generally don't attack with the back of their Panthers towards the front-lines, nor do they leave the back of their tank towards the AT. |
UKF was in such a a great spot before the AEC patch, that nobody chose them in any 1on1 tournament. |
Dude, what are you doing with your resources and unit management if your opponents gets Stuart AND quad AND no USF Grens to stop any MGS or to clear any building?
You often seem to forget that enemy units do cost resources too, you know. |
Fixed indeed. USF is not allowed to have any good late game units or useful commanders! |
Dude, you're still not over the whole call other people brain-dead? Move on, man.
AT Guns don't tickle Panthers at all. Go and calculate the penetration chances of 57mm AT Gun, or even Riflemen AT Snare for maximum argumentation, as it was shown in the shoutbox at the time of writing this post. |
Ah, my apologies, I thought it was due to it being too easy to use and thus too effective. It can be difficult to judge Brad's responses in their Twitch
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Yeah, I'm braindead, I totally agree with that. Does this statement fulfill your needs to insult others?
Let's head back to the topic now |
Obviously RF AT Nade is enough to keep Callis protected from Panthers. Even game stats (pen values of AT nade/AT Gun, minimum damage required on Panther to get engine damage, Front armor of panther). If you kill, wait, let's use your terminology "keep Panthers at bay" with one RF and one AT gun, due to the RF AT nade, something went horribly wrong for the OKW/OST player.
Cheers for calling me brain dead. It is always enjoyable to turn to insults in discussions when disagreeing. |