You might be experiencing reaction behavior which results when something like a tank shell hits an area near infantry. This results in the user losing temporary control of the squad as they react to the oncoming fire.
Consider this an added property of certain attacks. A flamethrower or PTRS can both cause this type of behavior as an example. |
I'll look into getting you guys more information as we move forward.
As Quinn noted in his interview, we are also looking to get a public test server up very soon which should provide everything you are asking for. It will give you explicit details on what changes are coming up and provide some community members the opportunity to get involved in the games future development.
Rest assured, we are reading the forums and taking all the feedback we get into consideration. We do our best to go through all the forums, collect feedback, and present it at our morning design meetings.
If you read Quinn's interview, you'll note that we do plan to put much more effort into COH2. Its not something we're just dropping. Personally, knowing what I know, I think we have a very strong future ahead of us and I think those who visited the studio a few weeks ago will agree. |
We are looking into this, hopefully we will have something out soon. Unfortunately a change won't be ready by next patch. |
Small arms don't factor in scatter, it's purely visual.
Do you know about point blank on weapons? Most weapons have point blank set to 0-10m; meaning, said weapons have full accuracy at those ranges. Point blank also ignores cover modifiers. |
Exactly. Also note a unit like the Ostwind or T70 are not affected as much by moving accuracy since most of their misses still hit the target due to the tight scatter they possess. If we wanted to make Ostwinds less accurate on the move, we would have to add a scatter modifier on the move. |
Ops double posted by mistake |
Keep in mind scatter plays a large role in determining what shots hit the target and what don't. Remember missed shots can still scatter into units thus creating a hit out of a miss.
At point blank, the object is so close to your shell that even if it misses the trajectory of the shell will still cross into the object being fired at registering a hit.
Accuracy = unit size * accuracy
However, hitting your target != the above formula. There are far more variables to consider. |
1/1.5 = 0.66
ie 1/3 of the shots won't deal damage. |
Like I said, there are a number of little subtle elements that affects their chemistry. I think we still have that cat and mouse, we've just done it in different ways this time around. |
Statistically they are balanced out to have no advantage at close or long range. Other factors like abilities or squad plans likely skew this to some degree.
i.e. molotovs are close range weapons whereas rifle-grenades are long range. |