Do you know how AoE damage is calculated within garrisons?
I once heard that for all models at least the far damage is applied, regardless if they are even further away (in large buildings)
When "damage all in hold" is true, then "Far dmg" should apply to all models disregarding if they are getting hit directly or not.
Just like with any other projectile, you have to aim it at where the most models are located. This is why u can wipe with a bundle nade or barely do any damage. |
Define blob |
This also applies to indirect fire such as mortars.
And while it might look the same, heavy =/= garrison cover. While both are green cover.
For example: all small arm fire ignore cover under 10 range. Against explosives, it still applies.
Garrison cover always applies. Unless you are facing a side of a building with few windows or you can bunch up models against a corner of a house so only 1 window it's shooting, you might lose certain fights cause the opponent is benefiting from cover.
While small the difference between heavy cover and garrison is only of 0.55 vs 0.5 in favour of heavy cover. Both have 0.5 for dmg modifier.
Heavy cover has a modifier against grenades of 0.5. This is not the case for garrison. |
If AoE4 is as successful as AoE2 DE, we still may very well see CoH3.
I would put a higher bar. Not from a commercially point of view but rather polish and features. |
1HP matters |
If you are suggesting a change to be actually implemented in the game, you should think about the like-hood of it been able to go through and the balance repercussions.
If not it's like saying i want a Hotchkiss |
Main gun critical can be applied on top of regular damage whenever a vehicle takes damage that brings it to 25% health or less. It doesn't deal less damage or cancel damage. For example medium tank that gets a main gun critical at 25% health will still die to a fourth shot.
This is the way.
On the other hand, what this means for light vehicles is that any source of damage under the threshold is likely to proc a crit. For ex: small arm fire. |
Watch some games:
OH: FOTM is skipping building Grens or at least using them with the 5 man squad doctrinal upgrade.
Using Osstruppen, Assault Grenadiers or Pios + MG for a quick transition into T2 with PG/222/FHT.
It's all about the early map control and pressure. More so against Soviets (you basically want to strangle them before they can put out a T70)
We just had a path which shifted the whole Heavy meta. T4 is viable on 1v1. Brummbar and Ostwind are more than viable and good units, not just niche as before.
SU: Conscripts are meta. Due to how people play OH, it's more risky to go for Penal, Clowncar or sniper strats against them. Still viable against OKW.
Maxims spam is no longer a thing.
Soviet played is more or less defined by how well u can hold early on till you can build a T70 and then transition from there on out to medium vehicles. U have to build T4 for doctrinal units. T34-76 are not such a meme unit as before because they buffed the AI on the MGs. Su76 spam is no longer a thing and it's probably only used as a emergency AT unit against the enemies medium vehicles such as an Ostwind rush.
IS2 commanders has lost in popularity (all faction heavies) although they are still viable. People will use commanders with the small AT gun as a stopgap unit, more so in T1 openings.
UKF: 4 or even 5 IS are not rare to see. RE have snares now. AEC + Valentine strats are common. Comet > Churchill nowadays.
USF: 3 Rifles Officer Light vehicle (Stuart or AAHT). You can spice it up with mechanized commanders with early WC. Although less popular Pershing still works.
OKW: 3/4 Volks tech into mechanized for P2 + Puma play (i got lazy at this point, so ask someone else to expand). |
I mean yeah obviously it’s faster if you skip T1. T0 call in inf saves you 10 fuel and cap faster, so you get Pgrens a minute or a min and a half earlier. Not to mention possible mp bleed early with Grens which may delay your Pgrens until a bit later, which isn’t an Osttruppen issue,
I don't agree with what OP says but slightly correcting that PG do arrive early and that you won't have a T70 or M5 in time to help with them. At least not 1 or 2 mins after they arrive.
It's not a "niche" strat as PG rush with skipping as much as possible as Derbyhat says, but as part of current meta atm with Prostruppen and AssG. |
They arrive when SVTs hit the field vs airbourne and vs other doctrines they can be bled with flare mines and TM38s. Your T70 hits the field 2-3 mins after Pgrens or your M5 quad 1-2 mins afterwards and you can deal with them pretty effectlively.
If you have cons fighting them alone without superior cover, you deserve the big fat L. If you get flanked, position yourself better. Pgrens are expensive infantry and you have cheap mines, flamer with merge and sandbags early to bleed them.
PG arrive that late only when delayed by rushing T2 vehicles and/or not using meta doctrinal main line infantry or the more risky pio MG into T2.
I think i've seen PG been part of Osstruppen doc openings been up on field by as fast 4:30 while most T70 would be arriving by 9-10 mins. On 2v2 it will probably be arriving early as u may be able to skip medics and AT. |