General Information
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Thats really interesting. Does this change also apply to armored entities? Do Shocktroops have extra survivability when they recrew weapons?
They always did as armor was inherited. They used to get 1.5 armor and then the 1.25 received accuracy penalty for being a HMG squad, now you will have a HMG squad with 1.5 armor and no received accuracy penalty.
I do have a question about Conscripts. Does the +0.07 received accuracy apply to the models even after they are merged into another squad? Also, why did Relic choose that way to balance them versus Grenadiers instead of slightly nerfing their damage? It means that Cons scale much worse than Grens in larger game modes. They normally last 0.07 seconds outside of green cover in a team game. I'm sure some will respond to this question with a "keep them in green cover, noob" which would be a great answer if the Cons only had to sit inside the base behind sandbags instead of actually capping something.
Good question and one for which the answer actually changed in the last patch! I probably should've mentioned this in my ninja notes, I touched on one small aspect of the implications of it (puma ostruppen nerfed), but I forgot to mention the more general cases where it has a huge impact.
Anyway, because relic moved the squad base received accuracy to the model/entity SIZE instead of a squad modifier, this now means that merged conscripts are in fact easier to hit than the proper models of a squad for any kind of infantry squads. They are harder to hit than the regular members of an HMG/mortar squad, but...
The other implication of this change is that now only the initial squad of HMGs and Mortars sucks ass. As soon as they get decrewed and recrewed with something else, they lose their received accuracy bonus permanently. For instance HMG42, initial received accuracy/size is 1.25. Lose the initial crew and recrew with grenadiers and you now have an HMG42 with 0.91 received accuracy. Or with PGs for 0.8 received accuracy.
are the mortar bulletins still -0.5 accuracy?
No, they reduce scatter properly these days. BTW. "Hole in One" for Ostheer Mortar, "Like a Surgeon" (120mm), "Let the Motherland Guide you" (82mm) are the strongest ones. The first two actually reduce scatter in all modes by 5%, the last one only reduces autofire/ground attack scatter by 5% (but other bulletins for mortars only do 3%). Ostheer "Mortar Hero" is the same as Let the Motherland Guide you in case you don't have Hole in One.
mind if i add your post almost directly into one of the beginner's guide?
Feel free.
I am curious, has anybody wondered if 3x 10% increased veterancy for pgrens would do good for ostruppen doctrine? Forgive me if I missed this but do all pgren bulletins affect ostruppen, or just some.
No build speed or veterancy increase bulletins will work with other units because they are applied straight to a specific squad rather than based on the unit types that stat bulletins use.
So it is possible to get a 10% boost for regular Grens with the 3% increased Assault Gren bulletin? Or does this only apply for regular Gren bulletins affecting Assault Grens?
No, assault gren bulletin will not affect grens, it only works one way.
Exploity mechanics
You can over double the fire rate of Rear Echelon rifle grenades from a fighting position by leaving the FP immediately after firing and then immediately re-entering again, skipping the 5 second reload.
Democharges triggered through damage rather than the button do more damage. A democharge+soviet mine is supposed to be 250+200 damage, but it does around 700 to a vehicle hitting this combo and thus oneshots most tanks. Works for usf demo charge too. Never did figure out why this happened, reported this as a bug to Relic over 6 months ago but hasn't been fixed so at this point I'll just consider it a "feature".
How exactly is bulletin stacking calculated? Does it only multiply the base value by the bulletin seperately and then add them up?
To be honest the numbers here are too small for it to matter, but it's almost certainly straight multiplication anyway. If it wasn't 3x okw shrek bulletins should be 76 (90-90*0.95*3) muni, but they're 77 (90*0.95^3) instead.
Cruzz do the bulletins for the PZIV for OKW stack with the Wher PZIV? I've got 3 x 5% additional armor bulletins (or is it penetration?) and I'm curious if I could stack those for extra pain.
How were you planning on using OKW bulletins as Ostheer (or vice versa)? There are crossfaction bulletin effects but these only apply for abandoned vehicles and team weapons because of this little issue
I think you should add that, unless i'm wrong, that open cover is as bad as red cover against anything that doesn't apply suppression.
def(ault)cover is open ground. I do not know if tp_open is in use anywhere.
To be honest you really should have realized that no way your units die as fast on open ground than in negative cover, even if the naming is really confusing
Yea, but doesn't the new values actually mean that no effectiveness have changed when the squads are in proper formation, which would mean that for the aoe values to make any sense squad still needs to be pretty clumped up although not as much as it had to be before?
The area of effect of a flamethrower burst is 4, the same as an IS2 shot explosion. It never was an issue with flamers having a limited area of effect, just the damage was so ridiculously small it didn't even amount to a pixel on the health bar of units.
Also will Osheeer Tiger Ace %10 Vision bullet-in affects vanilla Tiger?
No. Nor will ostruppen or stormtrooper bulletins affect PGs, even though PG bulletins affect them.
Are OKW Command panther speed and Vanilla Panther speed-acceleration bullet-ins affects each other? Also are these able to stack?
The command panther probably will receive both bonuses. The regular panther can only receive the one for vanilla. Will add to the first post after I've actually checked it. EDIT: Checked, it does not work. Panther speed only applies to vanilla Panther and Command Panther only to Command Panther.
Hm. Maybe it's a bug or some other kind of glitched physics (like the grenades & elevation difference thing), but I have noticed several times that units in trench green cover (like on Rails & Metal and Hurtgen Forest) actually do not take any damage AT ALL from flamers...
Also checked this, this is an issue with how far down flameweapons can aim rather than anything to do with the cover type. It's pretty funny though, surprised I haven't really run into it myself.
Added a few more items to the bulletin list as I had apparently forgotten to save my updated version of them back when I checked through the bulletin files.
Speaking of flamers, there are people who believe they were not nerfed at all with this patch.
Like me?
They can't immediately win you a fight against full health models any more, but they do more consistent aoe damage now and their crit rate on models below 50% health is even higher than before. And now you don't risk blowing up all the time.
Other flame attacks are the ones that actually got nerfed. Mortar incendiary barrage, shock rifle incendiary barrage, molotovs, etc.
Guess I'll add one little thing about gameplay:
Vehicle Priorization will be disabled after using any ability that switches the weapon temporarily (SU-76 barrage, ZiS-3 barrage, Pak40/43 stun shot, Stug TWP, etc). You will need to switch it off and on again.
please explain for dumbs (as me ) how it works in COH2 and if red cover > green cover when facing flamethrowers...
No, you're better off in green cover. -50% damage on flames is "nice", but the crit chance of the flame attack is still the same so the actual effect on lethality is way less, and meanwhile you are taking 6 times the damage from small arms than you would in green cover.
What about non-working bulletins? Like that, which should reduce satchel's price. More of them maybe?
Would have to check every single bulletin individually and verify the script is correct. Not gonna do that, I can look up individual ones if someone asks. Like the penal satchel one, which is indeed making the wrong ability cheaper so it doesn't actually work. Not that you should ever pick a bulletin that would make satchel 1 munition cheaper even if it did work.
Do you mean Blitz standing at cut-off territory which belong to enemy gives you resources from cut-off?
Any territory connected to a territory you own that has a blitz truck in it (setup or not) will count as connected even if it is not connected to your base sector.