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  • 3 weeks later...
...and rocks and...
i never saw a bullet bouncing on a rock so far. frankly, i didnt saw a rock so far in that game ;)

(you dont mean this tiny flavour rocks!?)

i think the question is mainly geared towards the "ground tiles" where bullets dont reflect that obvious that you can "see" it.

whats with bushes, the rocky tiles, that maybe combined with grass tiles!?

we can combine different tiles now but you(or better said, i) dont notice any difference in the ability to hide or find a better position there.

steve said in some thread some time ago that ouer soldiers do take cover better than we "see" it. that suggested that there are still such bonuses as in CMx1 tied to the ground tiles, but nothing more precise is said about how it is in CMx2.

i also would be interessted.

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Sometimes whem I try to make some map I get the feeling it's all flat and open between the hills. Is the rocky terrain just a slab of rock under your feet and occasional small stone, or lots of smaller and bigger stones that you can hide between. I think it's crossable by vehicles, so it suggests smaller stones. So what should I do to give infantry some cover (other than trenches and buildings). In CMx1 I knew that rocky terrain or woods give infantry cover.

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  • 2 years later...
I want to know if the type of terrain you are on (type of grass, sand, etc.) affords anything other than a visual at this point.

Yes, there is a level of abstracted cover since the game cannot visually model all the details of real terrain (bumps and dips, small objects, etc). It also cannot animate everything that could be done to take advantage of this cover. You'll see abstracted cover in action when a bullet goes through a prone soldier without causing injury (especially cowering soldiers it seems). I don't know if angle matters, as firing down should negate cover to a degree (depending on angle).

Rocky terrain offers the best abstracted cover. The game doesn't render a ton of small 3d rocks, but the terrain seems to be treated as such. I've noticed increased survivability in this tile type vs small arms, there seems to be a decent chance of "direct hits" being stopped by abstracted cover. Certainly better than the other types.

Trees do stop stuff in a non abstracted manner as mentioned

bushes/grass/crops appear to only offer a minimum of abstracted cover (basically simulating bumps in the terrain). These are only really good for concealment (except short grass, idk if that even helps much).

sand/dirt/ect seems to offer the minimum abstracted cover and no concealment.

man made flat surfaces like roads, pavement, and gravel seem to offer no cover.

This is mostly just from what I've seen ingame.

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