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russian armor

Are sections balanced?

22 Jul 2020, 11:21 AM
#62
avatar of GachiGasm

Posts: 1116 | Subs: 1

After testing it with cheat mod.

4 men IS out of cover:
Against grens
Long range - win (2-3 models alive for IS)
Mid range - win\lose (RNG dependant)
Close range - lose (3-4 Grens model alive)

Against volks:
Long range - win (3-4 models alive for IS)
Mid range - lose (1\2 models alive for volks)
Close range - lose (2\3 models alive for volks)

So while out of cover is not preferable scenario for them, you can really say that they are useless or suffers too much out of cover.
22 Jul 2020, 11:26 AM
#64
avatar of Hannibal
Senior Moderator Badge

Posts: 3114 | Subs: 2

After testing it with cheat mod.

4 men IS out of cover:
Against grens
Long range - win (2-3 models alive for IS)
Mid range - win\lose (RNG dependant)
Close range - lose (3-4 Grens model alive)

Against volks:
Long range - win (3-4 models alive for IS)
Mid range - lose (1\2 models alive for volks)
Close range - lose (2\3 models alive for volks)

So while out of cover is not preferable scenario for them, you can really say that they are useless or suffers too much out of cover.


How many tests did you run?
22 Jul 2020, 11:37 AM
#65
avatar of GachiGasm

Posts: 1116 | Subs: 1



How many tests did you run?


About like 5 to 6 times, they are still depens on RNG and how much models decide to shoot at other squad single model.

Mid\close range is the worst, in general IS are lossing.

But again, when it comes to inf combat, you cant test it like that, because in real game noone would stay out of cover in a open field, 1v1ning full HP squads untill a wipe.

My point was that IS are still more or less are on pair with other mainline inf out of cover, they are not hands down worst then everything else in non-preferable environment.
22 Jul 2020, 13:54 PM
#66
avatar of thedarkarmadillo

Posts: 5279

What's even funnier about tommies is even in green cover sturms can charge them across open ground and win. The best defensive troops around and they can't defend against an enemy starting engineer in their best case scenario. Tommies are such a mess... They trade well where they arnt supposed to and flat out lose where they are supposed to be stalwart.
22 Jul 2020, 14:57 PM
#67
avatar of GachiGasm

Posts: 1116 | Subs: 1

What's even funnier about tommies is even in green cover sturms can charge them across open ground and win.


Sturms are strange aswell, they are luck dependent when they are charging to close range.

Sometimes they can even charge rifles in cover lose 45-50% HP but have all models alive and beat rifles. Sometimes one model get sniped on approach and sturms will lose.
22 Jul 2020, 15:33 PM
#68
avatar of Protos Angelus

Posts: 1515



Sturms are strange aswell, they are luck dependent when they are charging to close range.

Sometimes they can even charge rifles in cover lose 45-50% HP but have all models alive and beat rifles. Sometimes one model get sniped on approach and sturms will lose.


Last game, even though I won, Whiteball. Charged me across the top fuel point to my green cover rifles (that famous well) that were firing at sturms the moment they got into vision/range. Completely static. Sturms just charged my rifles, were down 1 model (3v5) and still took down 3 rifle models, like this: 5v4->5v3->sturms close->4v3->3v3->2v3->2v2. (Rifles)v(Sturms).

They really are strange infantry. On one hand with good OST coordination they can secure good MG positions for team, can easily drive out out of most buildings. Basically their early game superiority is unmatched and work really well in synergy with OST MGs (since grens can't really charge across open field). And since they are starting, you can rush them to a fuel and know it's secure vs echelons, CE and (60% of time) IS.

They don't need nerfs though. OKW is strong but it has it's weaknesses.
22 Jul 2020, 17:47 PM
#69
avatar of distrofio

Posts: 2358

5 test is simply too low, unless you can prove consistently your result, in this case considering how wild RNG is, it should take more iterations, like 30 or so, to truly acknowledge the mean and standard deviation of the results
22 Jul 2020, 19:43 PM
#70
avatar of thedarkarmadillo

Posts: 5279



Sturms are strange aswell, they are luck dependent when they are charging to close range.

Sometimes they can even charge rifles in cover lose 45-50% HP but have all models alive and beat rifles. Sometimes one model get sniped on approach and sturms will lose.

In my extensive testing against tommies sturms lose IF they drop the first model before they get half way, any later than that and they nuke the tommies. This wasn't an issue before they changed tommies specifically to not be able to burst down models tho.

Perhaps a small damage bonus to the enfields when in cover instead of all the other things in cover provides would align them a bit better with their cost effectiveness.

Then make 5 man an upgrade that takes up a slot but also removes the cover modifiers to make them more mobile.

Then we have squishy tommies that fight well on defense or more durable tommies that can fight on the move better
24 Jul 2020, 19:13 PM
#71
avatar of Clarity

Posts: 479

Shocked people think Tommies are fine or are even underpowered currently, I think they are probably the best mainline in the game, either that or Riflemen.
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