General Information
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Remember that rifleman have the lethality 15% accuracy bonus whereas RE dont. So the accuracy discrepancy is larger than you think. I remember reading they were trying to phase this out but I don't remember if they did or not
Long gone, they merged all the accuracy values back into the weapon files and so RE vet0 == rifleman vet0 dps with BAR, only difference will come from veterancy.
@Cruzz, I have one question i would like for you to answer please. does surrounding static objects (bunkers, fighting pits, caches) with tank traps very tightly reduce said objects chances of being hit by direct fire?
It will help when a weapon rolls a miss against the object and when your opponent tries to attack ground into them. With 26(King Tiger size) target size on bunkers/FP and 22 (panzer iv) on caches missing on them is fairly hard. So it only really is helpful to combat attack ground.
Hi Cruss, does infantry take more damage if they get shot from the side or from behind?
No
does the game make any distinction between:
Vehicles empty at the start of the map.
Vehicles left empty by USF Crews.
Vehicles abandoned by critical.
There's no crit involved in the first and the latter two have different crits triggering abandon. But there's no difference in gameplay.
No, point_blank has to be set to true for a weapon to ignore cover (and vs suppression/pin penalties).
The only non small arms weapon to have this property is ptrs. Whether it will actually function properly on ptrs or not is a different question because I remember spending time messing around with the origin of ptrs rounds to try make it not destroy the cover the ptrs squad was standing behind.
Correct me if i'm wrong, but against green cover you are still receiving .5 damage. What is negated is the accuracy modifier.
You are wrong, both modifiers are negated.
Now to give the usual suspects something to abuse. Was pretty disappointed to see nothing about this issue had been fixed the past year.
How Suppression Works:
Penalties for suppression and pin
Penalties for firing on suppressed/pinned units
Suppression value required for suppress: 0.2
Suppression value required for pin: 0.6
Suppression value at which unit recovers from suppress: 0.15
Suppression value at which unit recovers from pin: 0.5
Suppression modifiers against cover: 0.1 green, 0.5 yellow, 1 nothing, 1.5 red.
Suppression recovery rate: 0.008 per second, multiplied by 0.5 in red, 1 in nothing, 2.5 in yellow, 5 in green
Units gain a 50* multiplier to recovery rate after 7 seconds of being out of combat.
Suppression is a squad value. Individual models don't feature into the equation except for the guy the suppressing weapon is firing on, whose cover will be used to determine the penalty applied to both regular suppression and AOE suppression. Suppression is always applied regardless of whether the bullet hits or misses. AOE suppression is only applied on hit.
Now let me explain why this is utterly broken. Because aoe suppression takes its modifier from the thing that its firing on, this means that any squad in front of green cover being shot at will make stuff behind the green cover suppress extremely fast as well through aoe suppression. AOE suppression also triggers from vehicles, especially as they are guaranteed to be hit with their large target sizes, leading to even faster aoe suppression behind green cover. And to top it all off you can fire on neutral structures like built razorwire, tank traps, and empty buildings* on map , to gain massive aoe suppression against green cover without any way for your opponent to avoid it. Only soviet sandbags have been fixed of this issue, every other neutral object is free game for suppression abuse
*Units fire silly short bursts against empty buildings so they aren't too good for this. Still way better than firing at green cover though.
Recovery works in combat, though is clearly interrupted by some events like receiving and receiving damage. As such while it's fairly easy to keep units not in cover suppressed just by firing at them occasionally because the natural recovery speed will take quite a while to remove suppression, against units in green cover you will have to be actively doing something to them in order to stop them from recovering.
Incremental accuracy is probably +15% for every 2 or 3 models in the search area in addition to the one being fired upon. It's definitely not per each model. Takes too long to test to give a certain answer.
HMGs and a select number of other small arms have focus_fire: false. What this option does is effectively give every bullet two chances to hit, once as normal and if that one misses then it will check the scatter area for another target and try another hit roll. This is effectively extra damage (and suppression for HMGs) spread over random targets next to whatever you're firing at. You can see this effect with the Kubel pretty easily as it often leaves squads with a lot of models but low health due to on average firing 1.8 bullets at random targets for every 1 that hits the model it's firing on.
Small arms with focus_fire: false:
BAR
Grease Gun
hmg42
mp40
mp44
ppsh
Maxim
DSHK
hmg34
fg42
kubel
OKW mp44
That list was purely for recrewing and mostly to show which squad you actually should recrew with (ie. definitely not captain because even the best (which is the one shown on the list) out of 3 crew outcomes you can get with it is worse in every way than a rifleman recrew)
Question, Do MG42 and .50 Cal bulletins also affect bunkers and fighting positions or just the HMG units?
Only HMG units
Is it possible to design a unit that is capable of shooting through small environmental objects (fences) and/or terrain but that cannot shoot through large shot blockers such as houses?