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IR STGs or lmg34?

6 Aug 2014, 10:05 AM
#1
avatar of __deleted__

Posts: 807

Hi,

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.... :huh:. 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?
6 Aug 2014, 10:14 AM
#2
avatar of Khan

Posts: 578

I'd like to add to the question: LMG34s are best used at range. By upgrading to STGs are you supposed to use obers as PGrens; Short to mid range?
nee
6 Aug 2014, 11:09 AM
#3
avatar of nee

Posts: 1216

Yes. IR StGs improve firepower against cover, much like flamethrowers. If you have the resources just have two Obers with one using each.
6 Aug 2014, 11:40 AM
#4
avatar of gokkel

Posts: 542

The upgrade seems decent at removing units from buildings, I think it ignores the cover bonus there as well. Otherwise I only see a point in that upgrade when fighting on maps like Ettelbrück Station where you are nearly always in close combat, however the upgrade will still not let you beat Shocktroops on their own in close range, so you still cannot just rely on that.

Otherwise I think it is better to keep the LMG and save the munition.
6 Aug 2014, 12:03 PM
#5
avatar of Arkaine

Posts: 18

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.
6 Aug 2014, 12:29 PM
#6
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

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
6 Aug 2014, 14:01 PM
#7
avatar of MadeMan

Posts: 304

I think one advantage of the STG is that people might be accustomed to trying to 'ambush' the Obers considering they are usually more powerful at long range? By having STGs turn this on it's head, the ambush will be ruined by the close range DPS.

It also makes ambushes with that ober squad all the more dangerous.

Is there any difference to firing on the move?
6 Aug 2014, 14:34 PM
#8
avatar of Arkaine

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?
6 Aug 2014, 14:46 PM
#9
avatar of thefonz

Posts: 35

In my experience, upgrading does not noticeably reduce ober effectiveness at long range. Since obers can now target two models (they get two IR STG44s) instead og just one with such insane acc and damage at range that they invariably perform better at all ranges that vanilla MG34 obers.
6 Aug 2014, 14:53 PM
#10
avatar of MilkaCow

Posts: 577

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.
6 Aug 2014, 16:40 PM
#11
avatar of vietnamabc

Posts: 1063

Side note: does the G43 from Jaeger Light Inf and Panzerfusillier perform better against unit in cover?
nee
7 Aug 2014, 05:46 AM
#12
avatar of nee

Posts: 1216

Never heard of G43s having better performance against units in cover, just better performance in general.
7 Aug 2014, 07:20 AM
#13
avatar of SlaYoU

Posts: 400

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 :)
7 Aug 2014, 11:49 AM
#14
avatar of MilkaCow

Posts: 577

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;
| | };
8 Aug 2014, 18:21 PM
#15
avatar of Bled

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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