d) reduce AOE damage
Dog the whole point of the 120mm is that it has a bigger AoE if you decrease the AoE it's literally just a slightly better mortar that costs more, is way less accurate, and doesn't get flares. |
RA can be partially or even completely negated by high accuracy weapons, high accuracy veterancy bonuses or high accuracy at close range.
Armor protects against all small arms weapons (except a few that have higher than the standard 1 penetration, like the LMG 42) at all ranges equally.
It has a unique gameplay characteristic and it fits their model.
Ah I see. And SMGs probably aren't going to be doing a lot of damage even in close range against some heavily armored opponent I suppose. |
Well they kept it because they are the single squad with bodyarmor on the model 
But to be serious, it brings consistency. Because in order to drop shocktroops models, you actually have to damage them enouth, they wont drop models instanly just because enemy squad managed to lay 4 hits with the voley on 1 model.
Its like having your 1 model instantly being sniped just because it was first to enter into enemy LoS, this is the bad RNG roll of rec.acc. If mentioned unit had armor, then it would have been hit aswell but damage would have been determened by the armor it had, rather then how lucky you are.
For example, imagine 10 shots being fired with 0.8 accuracy.
With armor, you have 80% chance to hit the enemy and damage enemy recieved is based on the armor value it has.
With received accuracy your squad accuracy is calculated based on the enemy received accuracy. So you might hit enemy 10 times or 0 times, based on the RNG rolls.
Sooo wait. If this method reduced RNG compared to the current version, why exactly did people want it removed. I guess because it was unrealistic (which is understandable). Though it does seem like it would promote flame and MG spam if the two completely negated armor.
EDIT: Less affected by the armor I mean. |
Not really. I belive it had different philosophy behind it to achive simular results we have right now.
At very least RNG in inf combat was less persistant, I belive that back in the day there wasnt any kind of "recieved" accuracy or if it was, then it was less impactfull.
There was less RNG in regards of how inf combat worked, for instance situation where 1 model was instantly sniped by voley fire was less common and so on.
You can play original soviet campaign to see what game was on release, because I belive non of the core balance changes changed unit stats.
Hmm. But how exactly does the armor factor into reducing RNG though? If anything I feel like it would be more of the same. Or maybe everything was less lethal? I'm still kind of confused. |
This how weapon worked before and after the patch.
https://www.coh2.org/file/4641/elbe_weapons.png
Infantry had both target size and armor bonuses.
Ah, so when people say the weapons all had the "same profile" they just mean that there were no weapons that were better at range than in close. Got it. |
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So completely disregarding support weapons and just focusing on mainline VS. mainline here; how exactly did the infantry combat work?
I came in some time after it was all reworked but from what I (possibly mis)understand from older posts is:
-> All weapons had the "same damage profile". I'm assuming this means all rofles had the same profile, all smgs the same, etc?
-> All infantry units had literal armor that could bounce bullets (but I don't recall whether recieved accuracy was a thing)
So if I understand this correctly, theoretically conscripts had an advantage over grenadiers simply because they had 2 more rifles in a squad and it all did the same damage, BUT it wasn't true because conscripts had shitty armor and grenadiers didn't?
So basically it was a game of synth squads wading through rivers of bullets bouncing off of them like waves breaking upon a beach? It intrigues me. If you know more about it please enlighten me. |
I see what you mean, but my point is that you could reach a similar effect by (making up numbers here) for example setting their DPS at range 10 to 90% of the current value, increasing up to 120% at range 0. They'd still do very heavy damage after crossing "only" 25 meters. No enemy is going to stick around and SMG squad that is 10 meters away either way, not with the current system nor with the "proposed" one. But the proposed one would be and feel more intuitive.
Well then you run into the issue of finding a DPS profile that at 90% feels beefy but isn't insane at 120% because when you think about it that would be kinda hard to do. |
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Also I just want to take a short aside to say that it would very much make sense for mortars to negate directional cover because the explosions can happen behind the squad.
Would it be balanced? Nah probably not, but just saying. |
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