IR STGs or lmg34?
Posts: 807
While playing Special Operations doc, what do you prefer? Leting the Obersoldaten with their standard weapon - the lmg34 - or upgrade them with the 2 IR STGs?
I noticed that while equiped with lmg34 they are performing better, but from what I know the IR STGs have an "ignoring cover" feature.... . Is this true? And if so, the two models firing with the stgs are dealing what kind of damage to the enemy squad? As if this squad would be on red shield?
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Otherwise I think it is better to keep the LMG and save the munition.
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I believe the tooltip for the upgrade states its a long range weapon, as such I don't think you're supposed to close in with the unit, which you normally don't do with unupgraded Obers. I believe the only merit of the upgrade is to negate cover. Having said that, whenever I build two obers and upgrade one of them, the squad with the LMG34 is usually outperforming the upgraded unit with a 2-1 ratio.
ITs becayse youre using the stg at max range. The tooltip is wrong, the stg is best used short-mid range and does way more damage than the lmg34 at close range
Posts: 304
It also makes ambushes with that ober squad all the more dangerous.
Is there any difference to firing on the move?
Posts: 18
ITs becayse youre using the stg at max range. The tooltip is wrong, the stg is best used short-mid range and does way more damage than the lmg34 at close range
That would explain the difference in performance. Guess I'll have to try it out some more. What's the best way to utilize the upgrade? Close range for sure, but on the move? Does one need to be stationary? Anyone have any tips?
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DPS of the whole squad in 5 range steps:
-- 00 -- 05 -- 10 -- 15 -- 20 -- 25 -- 30 -- 35 -- 40
33.65 32.87 32.14 31.43 30.71 29.96 28.98 27.99 LMG34 + 3 * Kar98k
64.24 62.99 54.23 36.92 29.44 24.20 19.04 14.34 2* StG44 + 2 * Kar98k
The StG44 does not ignore cover, but it has far better performance against yellow, green and garrison cover.
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LMG34 is a long range weapon, StG44 a short range one.
DPS of the whole squad in 5 range steps:
-- 00 -- 05 -- 10 -- 15 -- 20 -- 25 -- 30 -- 35 -- 40
33.65 32.87 32.14 31.43 30.71 29.96 28.98 27.99 LMG34 + 3 * Kar98k
64.24 62.99 54.23 36.92 29.44 24.20 19.04 14.34 2* StG44 + 2 * Kar98k
The StG44 does not ignore cover, but it has far better performance against yellow, green and garrison cover.
Thanks, could you also give the accuracy numbers on the move / static ? Or give a link to a place where those numbers are available, it would be cool
Posts: 577
https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdGF4VURuYjVGZXlIN3ptbV8tbzRzN0E&usp=drive_web
Since you can't edit it, make a copy and then just multiply the values (accuracy, burst time, cooldown) with the moving modifiers and you got the moving values. Then simply add the whole squad together at the bottom left of the sheet. There is a DPS per Range chart, since different weapons have different values for their ranges comparing short / mid / long is useless. Just add the squads together (2*Kar + 2*StG44 and 3*Kar + LMG34)
The moving modifiers for the weapons are:
Kar98k:
| | moving: {
| | | accuracy_multiplier: 0.5f;
| | | burst_multiplier: 1f;
| | | cooldown_multiplier: 1f;
| | | disable_moving_firing: false;
| | | moving_end_time: 0f;
| | | moving_start_time: 0f;
| | };
Infrared StG44:
| | moving: {
| | | accuracy_multiplier: 0.9f;
| | | burst_multiplier: 0.5f;
| | | cooldown_multiplier: 0.25f;
| | | disable_moving_firing: false;
| | | moving_end_time: 0f;
| | | moving_start_time: 0f;
| | };
LMG34:
| | moving: {
| | | accuracy_multiplier: 0.75f;
| | | burst_multiplier: 0.5f;
| | | cooldown_multiplier: 0.25f;
| | | disable_moving_firing: false;
| | | moving_end_time: 0f;
| | | moving_start_time: 0f;
| | };
Posts: 65
You'd need to do it yourself. Those numbers were for static, they can be found here
https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdGF4VURuYjVGZXlIN3ptbV8tbzRzN0E&usp=drive_web
Since you can't edit it, make a copy and then just multiply the values (accuracy, burst time, cooldown) with the moving modifiers and you got the moving values. Then simply add the whole squad together at the bottom left of the sheet. There is a DPS per Range chart, since different weapons have different values for their ranges comparing short / mid / long is useless. Just add the squads together (2*Kar + 2*StG44 and 3*Kar + LMG34)
The moving modifiers for the weapons are:
Kar98k:
| | moving: {
| | | accuracy_multiplier: 0.5f;
| | | burst_multiplier: 1f;
| | | cooldown_multiplier: 1f;
| | | disable_moving_firing: false;
| | | moving_end_time: 0f;
| | | moving_start_time: 0f;
| | };
Infrared StG44:
| | moving: {
| | | accuracy_multiplier: 0.9f;
| | | burst_multiplier: 0.5f;
| | | cooldown_multiplier: 0.25f;
| | | disable_moving_firing: false;
| | | moving_end_time: 0f;
| | | moving_start_time: 0f;
| | };
LMG34:
| | moving: {
| | | accuracy_multiplier: 0.75f;
| | | burst_multiplier: 0.5f;
| | | cooldown_multiplier: 0.25f;
| | | disable_moving_firing: false;
| | | moving_end_time: 0f;
| | | moving_start_time: 0f;
| | };
Really good info, thanks.
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