Yeah, they check for 75% after damage from AT nade/faust is done.
Panzerfaust / AT Grenade/ Rifle AT Grenades
Question asked: "This opens the way to push/crash tatcics becoming a viable strategy and that would be really bad imo. I would suggest remove minimum range from all AT grenades and infatry snare stun or slow down vehicles above 75% so that one could at avoid being pushed/crashed."
Jlee's answer: "Criticals apply after the damage is done. The Panzerfaust does 100 damage and its enough to take most light armored vehicles below 75% health dealing a critical on first hit. There was a bug in the Alpha build that was applying the critical on the Panzerfaust from its current health and not after the damage so vehicles were not receiving that engine damage critical on the first shot. Its really some Medium tanks and Heavy Tanks where you will really feel this makes a difference.
Its true that it will make it easier for some medium tanks to attempt at crushing infantry more but i dont neccessarily think that's a bad thing. If anything, I feel it has always been much more riskier for a medium tank that requires much more resources and tech to push forward than the most basic infantry squad. What this change is doing is making it so the opposing player that is fighting against a medium tank will need to do some damage to that vehicle first with any other weapons(eg. One Panzershreck shot) before that critical can be triggered."
http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/179157-june-23rd-patch-notes-official-feedback-thread?p=179503#post179503
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