Changes as of 1.4.2 Patch > Most Grenade damage and AOE profiles have been changed > Axis stick grenades have 23 range > Stosstruppen phosphorus does damage over time > Paratrooper and commando nade has same AOE as rifleman grenade > Combined arms on the DAK Panzergrenadier no longer changes grenade range
i can honestly say company of heroes as a whole would be doing a lot worse without all the amazing resources you make available to everyone, and with such great quality and passion too!
This is honestly one of your best video like this to date, the information, attention to detail and care for the way these tests are being produced in the first place was incredible. The edits you did were also really nice and engaging.
Excellent stuff. I just watched the whole video, and combined with my existing feelings I am pretty sure grenades need a huge rework, don't work the way CoH players have come to expect, are underwhelming, and often bugged.
12:06 cooked nades in CoH2 actually have 0.8 second fuse time (and iirc normal nades have a 1.25 second fuse). You just see 0.7 seconds for the fuse for the same reason you see 0HP models when retreating: the moments the nade hits the ground, it's already a decimal number below 0.8, so it's rounded down to 0.7 (but it's functionally still 0.8).
In an earlier version of this video I just had everything going on the fuse timers that you initially see upon landing since you can't look up the fuses in COH3. I didn't change that section for COH2 because I only wanted to show time difference from cooking.
not sure if the bug still exists, but there were times when a satchel is thrown to a support weapon (mg/mortar) gets a a stickybomb like property and gets a complete wipe on the crew. but yup, awesome video as always. 💓
Phenomenal info as always; thank you!. Did you test at all or see in the tables whether getting closer to the target with an assault grenade reduces scatter? I’m not sure what those scatter values represent in your screenshots.
The scatter values were just to show the difference between a normal nade and an assault nade. I didn't test if getting closer noticeably reduced the scatter.
The way nades work against directional cover is better vs coh2. It made no sense that u got damage reduction by staying in green cover vs attempting to move away. Everything else appears to be worse.
Canceling the grenade last milisecond is dirty lol. I imagine some novice players or even experienced players thinking the game is bugging out. It's definately something I am going to try though.
Wow tightrope, incredible!! This must have been a ton of effort to make! Large health differences: don't like it Initial thoughts: Damage cap --> don't like it, not representative Timed grenades on retrat not effective: don't like it, suuuch a cool skill aspect Mines not triggering from grenades: terrible
I dont know if it's specifically vs AI or just a general change but units now scream their grenade quotes before the enemy even throws/fires them which makes it a lot easier to react to them. While I like it as a QOL it does lower their impact even more than before.
The dynamics of the squad members look identical. Wasnt it different in coh2? I remember that they have different animations, going prone, aiming etc..
Number of models taking damage from a grenade is a pretty terrible mechanic in my opinion. If a squad is clumped up they should be a prime target for a grenade, even if it means they all die.
Thanks for this video. Relic should hire you as QA. COH3 is such a mess. I think damage caps could be changed to kill caps. So affected units would take damage but be left with 1 hp.
Changes as of 1.3.0 Patch > Stosstruppen phosphorus does damage over time > Paratrooper and commando nade has same AOE as rifleman grenade > Combined arms on the DAK Panzergrenadier no longer changes grenade range, HE nade 20 range, AT nade 15 range
Not sure if this is something that has been fixed on the pc version but it is extremely annoying to use the breach ability only to have the garrisoned squad retreat. Not only is it annoying that they get away, but my squad is locked into the animation taking free damage regardless of them not being in the building. I feel like if I manage to maneuver my squad close enough and take the penalty of entering an animation with no cover or damage dealing potential that the payoff should be greater than a retreat. Beyond gameplay it’s silly for a squad to rush down the stairs pass the squad simultaneously going up.
This is exactly what made coh2 fun. Fast paced action with rewarding plays. U should get punished if your reaction time is not on par with your opponent.
the mechanic of being forced to have the combined arms bonus to be able to have same grenade range as any other squad in the game is the dumest shit in exist. DAK is allready total garbage as it is, with its units being overpriced and outmatched by other faction units, but then you bring the stupid mechanic of combine arms into fold, and the whole faction crumbles...
@@MasterSteve_117 ah yes. Don't you just love it when you throw a grenade at a squad in cover and despite the grenade landing beheind them beause your squad was directionally on the other side of them they get the cover bonus.
Changes as of 1.4.2 Patch
> Most Grenade damage and AOE profiles have been changed
> Axis stick grenades have 23 range
> Stosstruppen phosphorus does damage over time
> Paratrooper and commando nade has same AOE as rifleman grenade
> Combined arms on the DAK Panzergrenadier no longer changes grenade range
i can honestly say company of heroes as a whole would be doing a lot worse without all the amazing resources you make available to everyone, and with such great quality and passion too!
This is honestly one of your best video like this to date, the information, attention to detail and care for the way these tests are being produced in the first place was incredible. The edits you did were also really nice and engaging.
Thanks, always trying to improve
Killer video mate
Excellent stuff. I just watched the whole video, and combined with my existing feelings I am pretty sure grenades need a huge rework, don't work the way CoH players have come to expect, are underwhelming, and often bugged.
Relic, bring this man onto the balance/design team already. He did a great job with CoH 2. Imagine what he and DevM could accomplish together :D
tightrope, you are a gentlmen and a scholar. 11/10 tightrope bestrope. my hats off to your tireless and invaluable work
12:06 cooked nades in CoH2 actually have 0.8 second fuse time (and iirc normal nades have a 1.25 second fuse).
You just see 0.7 seconds for the fuse for the same reason you see 0HP models when retreating: the moments the nade hits the ground, it's already a decimal number below 0.8, so it's rounded down to 0.7 (but it's functionally still 0.8).
In an earlier version of this video I just had everything going on the fuse timers that you initially see upon landing since you can't look up the fuses in COH3. I didn't change that section for COH2 because I only wanted to show time difference from cooking.
top tier quality content, grenades really hit different in this game
fantastic video, thanks tightrope!
I knew that a lot of the explosions sounded the same!! Thanks for the proof!!
One of your greatest vids, Tightrope, awesome job man! Relic, please rework nades, thank you.
not sure if the bug still exists, but there were times when a satchel is thrown to a support weapon (mg/mortar) gets a a stickybomb like property and gets a complete wipe on the crew. but yup, awesome video as always. 💓
great breakdown, thanks for the upload tightrope
Awesome video. Thank you, tightrope.
Amazing guide as always and some great suggestions.
Great Comprehensive Video
thank god for this channel its the only place I get to learn anything of use!!!! At least it feels that way.
Seriously enjoying the content; both the gameplay and analytics. Please, keep it coming!
Those bundle bases are juicy!
awesome, once again
i like this type of videos
great job man
keep up
Top tier video
Fantastic video btw
Phenomenal info as always; thank you!. Did you test at all or see in the tables whether getting closer to the target with an assault grenade reduces scatter? I’m not sure what those scatter values represent in your screenshots.
The scatter values were just to show the difference between a normal nade and an assault nade. I didn't test if getting closer noticeably reduced the scatter.
This man is already doing the developers job. All they need to do is to adjust the numbers. Relic owes him a lot of money :)
amazing video!!
This video is great content.
Great job
The way nades work against directional cover is better vs coh2. It made no sense that u got damage reduction by staying in green cover vs attempting to move away.
Everything else appears to be worse.
Canceling the grenade last milisecond is dirty lol. I imagine some novice players or even experienced players thinking the game is bugging out. It's definately something I am going to try though.
Good stuff.
Wow tightrope, incredible!! This must have been a ton of effort to make!
Large health differences: don't like it
Initial thoughts: Damage cap --> don't like it, not representative
Timed grenades on retrat not effective: don't like it, suuuch a cool skill aspect
Mines not triggering from grenades: terrible
I dont know if it's specifically vs AI or just a general change but units now scream their grenade quotes before the enemy even throws/fires them which makes it a lot easier to react to them.
While I like it as a QOL it does lower their impact even more than before.
The dynamics of the squad members look identical. Wasnt it different in coh2? I remember that they have different animations, going prone, aiming etc..
You can clearly see the COH2 audio designer match the SFX perfectly to the explosion VFX, while I bet COH3 audio designer didn't.
Number of models taking damage from a grenade is a pretty terrible mechanic in my opinion. If a squad is clumped up they should be a prime target for a grenade, even if it means they all die.
Thanks for this video. Relic should hire you as QA. COH3 is such a mess. I think damage caps could be changed to kill caps. So affected units would take damage but be left with 1 hp.
Changes as of 1.3.0 Patch
> Stosstruppen phosphorus does damage over time
> Paratrooper and commando nade has same AOE as rifleman grenade
> Combined arms on the DAK Panzergrenadier no longer changes grenade range, HE nade 20 range, AT nade 15 range
top quality video! alas, this game still needs time!
If Relic wants to improve coh3 significantly, they should hire tightrope...
Great video, thanks. Go work for relic xD
Nice :)
anyone else had the bug where the mortarteam becomes invonurable when 2 models are left ?
Thanks 🙏
Not sure if this is something that has been fixed on the pc version but it is extremely annoying to use the breach ability only to have the garrisoned squad retreat. Not only is it annoying that they get away, but my squad is locked into the animation taking free damage regardless of them not being in the building. I feel like if I manage to maneuver my squad close enough and take the penalty of entering an animation with no cover or damage dealing potential that the payoff should be greater than a retreat. Beyond gameplay it’s silly for a squad to rush down the stairs pass the squad simultaneously going up.
Breach needs to be altered, too easy to dodge.
I feel like breach should just be removed. It's such a weird feeling ability.
Cap on models being hit is a silly way to balance explosives. Aoe dmg feels sterile.
I'm glad grenade damage seems to have gone down for the most part, mostly due to the model damage cap, I hated getting btfo'd by grenades in coh2
This is exactly what made coh2 fun. Fast paced action with rewarding plays. U should get punished if your reaction time is not on par with your opponent.
All I read is “I have a skill issue, devd help”
At this point - anybody defending CoH 3 TTK is stupid….
Grenades Have no effect for beyond 3 models? Hell no, no thank you.
the mechanic of being forced to have the combined arms bonus to be able to have same grenade range as any other squad in the game is the dumest shit in exist. DAK is allready total garbage as it is, with its units being overpriced and outmatched by other faction units, but then you bring the stupid mechanic of combine arms into fold, and the whole faction crumbles...
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jesus fucking christ coh 3 is actually that bad i cant believe it
out of all the things to be annoyed at coh3 about, grenades are one of the objective improvements to the game
@@armchairurbanistno. Grenades should wipe a clumped up squad in cover.
@@MasterSteve_117 ah yes. Don't you just love it when you throw a grenade at a squad in cover and despite the grenade landing beheind them beause your squad was directionally on the other side of them they get the cover bonus.
Damn I didn’t realize no lifers that trash coh3 still exist. Don’t you have better things to do and enjoy?
Great video, thanks. Go work for relic xD