Snipers had 0.4 accuracy before and now have 0.65 (0.6 for the German sniper, for whatever reason).
I don't think mortars were changed against buildings. |
It is a combination for calculating the average overall damage reduction:
1 - (accuracymod * damagemod)
so for example for trenches 1 - (0.2 * 0.3) = 0.94
For calculating the average overall dealt damage it'd be 6% = (0.2 * 0.3)
For the vehicle example I dropped the accuracy modifier because ballistic vehicle weapons normally "always miss", so only the damage modifier applies (unless the modifier also affects AoE accuracy, but I don't think it does). |
If you're relying purely on small arms, that is true.
Unless I mixed something up, I get the following reductions:
Garrison 57.75%
Garrison old 84%
Heavy 75%
Light 50%
Smoke 75%
Bunker 87.75%
Trench 94% (lolwut?)
Of course this is only against small arms. Other weapons have completely different modifiers. Tanks for example are better vs. Heavy cover (-50%) than against Garrison cover (-75%) although you have to consider the AoE multiplier mentioned in some recent patch notes (larger AoE when attacking houses iirc).
Another thing to consider is unit spread. Inside a house the infantry is normally spread across several windows, whereas they tend to be very closely together when in heavy cover. This of course changes AoE damage potential but also small arms performance:
At least in CoH1 (unless I mix something up) you could only deal damage to the entities in windows facing you. This also means the squad can't retaliate with its full DPS and the small arms fire from the unit outside is focused on fewer targets (e.g. PGrens vs. Conscript squad = ideal example). Outside the house (e.g. in Light or Heavy cover) the damage would normally be spread more evenly between targets. This also explains the mincing of conscripts someone described further up.
Overall, I'm not sure if Garrison cover is now too bad but it definitely needed changes. Green cover also isn't available so readily on most maps and when it is available, it often leads to units clumping up because the area is very small, which ultimatelly makes them very vulnerable to explosions.
Let the construction of sandbags and trenches commence! |
The center feels very cramped, other than that I do not yet know it well enough. There are many small passages to slip through (or wire off) and fences to hop over for flanking paths. When the enemy doesn't expect it, you can also use the river to flank the center or intercept the enemy's reinforcements.
This is just my first (or third?) impression with it, though. No idea if it is balanced well. |
Oh wow, this is interesting. So they are probably planning to expand the current linear scaling by one step. For example, SMGs could have a slighter damage drop-off between 10 m and 20 m than from 20 m to 30 m.
Or do I read this wrong?
Also thanks for all the work |
The Soviet Industry "nerf" doesn't do anything. All it means is that the Engineer needs to be retreated a bit earlier and then isn't participating on the map, of course.
The T70s will hit at exactly the same time as before. |
I think some of them need some fine tuning. Some were basically moved from old 2 to new 2, when the new 2 is basically an old 1. By their logic, an old 2 should be at 3-5 pts in the new system.
But I think currently it may be a minor thing. However, I hope that they will reevaluate all the CP placements in a future patch. Some of them really don't feel placed very well. |
So does anyone know more ninja changes? Somehow, the game looks a bit off but I can't really point my finger on it. |
The same commander also has "Hit the Dirt", of course. |
Because mines keep coming up, I looked up the mine's stats both in the files and on the stats sites and it has a glaring irregularity:
The OSWP of Soviet mines is a result of their strange AoE Damage Far value: They deal as much damage in the center of the blast as they do on its edge. I don't know if this is an oversight (BUG) or just bad design because it breaks with pretty much all explosions in the game.
Reducing this damage modifier to a value more similar to other explosions (e.g. 0.2, see my suggested solution for large damage weapons) would mean infantry at the edge of the explosion would still lose a lot of their health and damaged squads would still die but it would be far less random and far less devastating and thus overall fairer (chance to retreat).
It currently presents a 40% chance to survive even at the edge of its explosion: It is the perfect example of how (binary) randomness should not look.
Assume your full health squad triggers one mine.You lose 2 guys because they are near the center, fair and square.
But the other two are not bunched up with the others, they are further away (up to 5 m!). It doesn't just damage them or reliably kill one guy and cripple the other. It just boots up the RNG casino.
You basically flip a coin for each of your men and if you are unlucky (if you can call 36% chance "unlucky", I'd call it rather frequent) both of them die, too. Boom. |