![]() ![]() ![]() You cannot individually target models with bullets so it is random. I actually agree there can be considerable RNG involved in whether a model is dropped or whether no models are dropped. However, it is possible for two models to be at half health and it appears to be depleted by 1/6 and yet no one is dead. So it is still the case that with 6 men each one represents 1/6 of the unit's entire health. The unit's HP is just the sum of all its models. It removes so much risk and punishment for players using these squads - when they can go to below half HP over and over while not losing a single unit, retreat, heal up and repeat?Įach model has its HP tracked individually. ![]() I've seen vet2 Guastatori squads go down to a sliver of HP and none die, meanwhile they are absolutely melting everything around them. I've seen nades go off directly on top of units and none of them die - just a massive chunk of health is taken away, but no deaths. With Veterancy so much easier to obtain in COH3, I've seen many squads behave like Vet3 Knight's Cross Holders. This means that healing is almost required now - which it arguably wasn't in COH1, and it also means that players aren't getting as much XP vs squads that can go extremely low in HP and still not have a death in the squad. In COH3, I've noticed that many squads are going to extremely low HP and still not dropping any units. This worked great for a couple reasons: 1) it would make gauging damage easier vs units and 2) it allowed Infantry to retreat a few times before the squad needed a med station to be healed up. Something like: vet2 would give you 2/3s of your HP bar as buffer before your squad drops men(sometimes, but not always.) As you gained Vet, you could go further into your HP bar before you actually lose Riflemen. 6 Riflemen, 1/6 of the HP roughly equalled each Rifleman. ![]() In original COH, each unit alive represented a percentage of your health bar. ![]()
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