StuG III G
3 Feb 2020, 17:49 PM
#41
Posts: 789
Sounds like the perfect job for 2 StuGGs.
2 stugs (180fuel, 560mp) vs IS2 (230fuel, 600mp)
I do not know how target size works. I will be assuming 1/4 of the time the IS2 misses
Survivability:
170pen vs /375armour = 45% chance to pen the is2 at long range, 1080hp/160 = 7 shots to kill
210pen/182 armour = 100% chance to pen the StuG at max range, 540hp/160 = 4 shots to kill
TTK IS2 vs StuG
6.4 (IS2) RoF x 4(StK) +1 miss -1(first shot) = 25.6s to kill first StuG, 6.4 x 5 = 32s to kill the second StuG = 57.6s combined TTK both StuGs
TTK StuG vs IS2
25.6 (TTDeath 1st StuG) / 5s (reload) = 5 shots x2 StuGs x 0.45% pen chance = 5 penetrations + 32/5 x 0.45 pen = 3 penetrations
RNG will decide this battle, but
HOWEVER, the StuGs do not have any wipe potential so any time the StuGs are not fighting the IS2 they have no value, while the IS2 will gain value fighting infantry
Also, the IS2 can kill one StuG and then run away, and then return at full HP to kill the other StuG, guarentteeing the win. The StuGs can’t pursue as they die in 3 shots + snare, and the treat of mines is there too, esp be Soviets.
3 Feb 2020, 18:55 PM
#42
Posts: 1614 | Subs: 3
Sounds like the perfect job for 2 StuGGs.
2 stugs (180fuel, 560mp) vs IS2 (230fuel, 600mp)
I do not know how target size works. I will be assuming 1/4 of the time the IS2 misses
Survivability:
170pen vs /375armour = 45% chance to pen the is2 at long range, 1080hp/160 = 7 shots to kill
210pen/182 armour = 100% chance to pen the StuG at max range, 540hp/160 = 4 shots to kill
TTK IS2 vs StuG
6.4 (IS2) RoF x 4(StK) +1 miss -1(first shot) = 25.6s to kill first StuG, 6.4 x 5 = 32s to kill the second StuG = 57.6s combined TTK both StuGs
TTK StuG vs IS2
25.6 (TTDeath 1st StuG) / 5s (reload) = 5 shots x2 StuGs x 0.45% pen chance = 5 penetrations + 32/5 x 0.45 pen = 3 penetrations
RNG will decide this battle, but
HOWEVER, the StuGs do not have any wipe potential so any time the StuGs are not fighting the IS2 they have no value, while the IS2 will gain value fighting infantry
Also, the IS2 can kill one StuG and then run away, and then return at full HP to kill the other StuG, guarentteeing the win. The StuGs can’t pursue as they die in 3 shots + snare, and the treat of mines is there too, esp be Soviets.
Maybe at the bottom ranks where players have no idea how to keep optimum range with their tanks. If we compared all tanks like this Jacksons wouldn't be a balance problem.
It would be better to compare Stugs to teching and getting a Panther, you might see its value then.
3 Feb 2020, 20:31 PM
#43
Posts: 960
I do not know how target size works. I will be assuming 1/4 of the time the IS2 misses
It's... complicated.
Hit chance = [Target Size] x [Accuracy at range]
So, for the IS2 firing at the StuG, it's 17 x 0.025 = 42.5%
However, if you actually try that setup, you'll find that the IS2 hits much more often than that, probably closer to 90-95% at max range (on neutral cover/flat ground). That's because of scatter, which allows 'rolled misses' to become hits, since the shell has a trajectory.
The calculations for scatter seem to be a lot more complicated, since it's basically comparison between the target vehicle's hitbox volume and a segment of a cone.
3 Feb 2020, 20:47 PM
#44
Posts: 1527
Permanently BannedActually you need THREE Stugs to kill an IS2. Fortunately, you can get 3 stugs for the price of a panther. And if u decided to get a panther instead, your skipping T3 which means you're stuck with T4 where all 3 units are underpowered. You'll have a slightly easier time countering an IS2 but you suffer as you won't have access to any anti-inf tanks for a long time (the length of time it takes to save 150 fuel.)
4 Feb 2020, 02:05 AM
#45
Posts: 1794
But everybody can agree stug twp is most worthless vet ability? Or thereabouts
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