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Cruzz's The More You Know

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28 Jun 2016, 09:49 AM
#861
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post28 Jun 2016, 09:18 AMBlalord
Cruzz, what is the time needed for relic to disable the usf cavalry commander while they fix the bug ?


Fixing the issue requires 4 lines of script.

Banning a commander would probably require atleast several dozen lines of coding.
28 Jun 2016, 09:53 AM
#862
avatar of Blalord

Posts: 742 | Subs: 1

jump backJump back to quoted post28 Jun 2016, 09:49 AMCruzz


Fixing the issue requires 4 lines of script.

Banning a commander would probably require atleast several dozen lines of coding.


If they need dozen of lines to disable a commander, its that there code is quite ugly :o
28 Jun 2016, 09:57 AM
#863
avatar of ImSkemo

Posts: 444

jump backJump back to quoted post28 Jun 2016, 09:49 AMCruzz


Fixing the issue requires 4 lines of script.

Banning a commander would probably require atleast several dozen lines of coding.


dont have to disable commander just replace the ability with some thing else till they fix it, ( like M1919) or some recon calling or something, till its fixed.. that would be even simpler and would stop this BS
28 Jun 2016, 10:14 AM
#864
avatar of Cruzz

Posts: 1221 | Subs: 41



If they need dozen of lines to disable a commander, its that there code is quite ugly :o


That makes no sense. They'd have to code in disabling commanders, as well as UI elements for telling players that commanders are banned. It'll definitely be more complex than the amazing fix to Combined Arms which will be more or less:
Code

"$REF": "action\\change_target_action.lua",
"actions": [ (CURRENT ABILITY BUFFS HERE)],
"change_target_type": "entities"



jump backJump back to quoted post28 Jun 2016, 09:57 AMImSkemo


dont have to disable commander just replace the ability with some thing else till they fix it, ( like M1919) or some recon calling or something, till its fixed.. that would be even simpler and would stop this BS


It takes more scripting to change abilities than it takes to fix the problem with combined arms.

I don't see why people think this is some amazingly difficult issue, Relic just forgot to apply the same changes they've made to all the other USF timed buffs so far, to Combined Arms.

28 Jun 2016, 10:41 AM
#865
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post28 Jun 2016, 09:53 AMBlalord


If they need dozen of lines to disable a commander, its that there code is quite ugly :o

As someone who experiences this kind of issues first hand, removing an item from the shop offer is easy, removing it from the drop tables MAY be easy.
Removing/hiding it from players inventory, keeping track who had it and who didn't and then reimbursing the item is a crapload of effort from developers, sys admins AND QA as it requires separate test build, separate patch, server restarts, testing everything etc.

Long story short: If its not a blocker issue, it can be let there until much easier to prepare hotfix arrives.
28 Jun 2016, 11:27 AM
#866
avatar of Blalord

Posts: 742 | Subs: 1

jump backJump back to quoted post28 Jun 2016, 10:41 AMKatitof

As someone who experiences this kind of issues first hand, removing an item from the shop offer is easy, removing it from the drop tables MAY be easy.
Removing/hiding it from players inventory, keeping track who had it and who didn't and then reimbursing the item is a crapload of effort from developers, sys admins AND QA as it requires separate test build, separate patch, server restarts, testing everything etc.

Long story short: If its not a blocker issue, it can be let there until much easier to prepare hotfix arrives.


Its not even hiding, its disabling temporarly, it appear, but cant be clicked, with an info text "deactivate cause we cant fix a bug bla bla bla", but he still can be bought, etc etc

Every Moba does this when something doesnt work ( hero / item )

And its totally the same with commanders
28 Jun 2016, 11:31 AM
#867
avatar of Blalord

Posts: 742 | Subs: 1

jump backJump back to quoted post28 Jun 2016, 10:14 AMCruzz


That makes no sense. They'd have to code in disabling commanders, as well as UI elements for telling players that commanders are banned. It'll definitely be more complex than the amazing fix to Combined Arms which will be more or less:
Code

"$REF": "action\\change_target_action.lua",
"actions": [ (CURRENT ABILITY BUFFS HERE)],
"change_target_type": "entities"





It takes more scripting to change abilities than it takes to fix the problem with combined arms.

I don't see why people think this is some amazingly difficult issue, Relic just forgot to apply the same changes they've made to all the other USF timed buffs so far, to Combined Arms.



No one said its amazingly difficult to resolve, we are saying that they amazingly dont give a fuck about coh2, they are like 100% on Dow 3, even if coh2 is on summer steam sales, and double point week end.

Terrible attitude from lelic
28 Jun 2016, 18:31 PM
#868
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
What DPS have cons and grens ar near, mid, far range ? I mean its clean DPS without accuracy RNG ?
28 Jun 2016, 19:18 PM
#869
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post28 Jun 2016, 07:06 AMCruzz
If you start a game on south Semois (just chosen for the mostly flat area), spawn a unit and command it to attack ground like 30 meters in front of one of the stone walls, rounds will occasionally hit the stone wall even though it's clearly outside of the scatter area. Either the physics system is bugging out, or there's some minor height variation added to rounds for cinematic effect or whatever. Either way it clearly happens, most of the lucky shot from across the map videos prove that as well.


I know what part you're talking about and I believe that's related to territory height differences. There are areas where the scatter distance expects it to collide with the ground, but because the ground it is expected to hit is lower than the projectile, the projectile just continues onward until it hits something or goes off the map. A good way to recreate this is to enter a map with a prominant ledge and attack ground at the edge of it. Some of the projectiles will scatter over the ledge, but keep going because the ground isn't there.
29 Jun 2016, 08:14 AM
#870
avatar of some one

Posts: 935

Q to Cruzz .
Relic says that they change something in vet of flame halftrack.
So what is actual veterancy of flame ostheer halftrack.
29 Jun 2016, 15:27 PM
#871
avatar of Cruzz

Posts: 1221 | Subs: 41

Q to Cruzz .
Relic says that they change something in vet of flame halftrack.
So what is actual veterancy of flame ostheer halftrack.


Same as before but the cooldown bonus will work on the flammenwerfers as well.


I know what part you're talking about and I believe that's related to territory height differences.


There aren't any height differences in the semois base sector, certainly nothing that would make hitting the fence make sense.
29 Jun 2016, 20:16 PM
#872
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Q to Cruzz
What speed of healing nations have ?
1 Jul 2016, 16:01 PM
#873
avatar of Cruzz

Posts: 1221 | Subs: 41

Been working on my parser a bit again, if someone wants to look at the crap it spits out here's a fun 5000 line output of all the multiplayer squad weapons, their potential upgrades and how vet 0/3/5 affect their DPS and some stats.

http://pastebin.com/tTJ5uZpX

Code

SQUAD: assault_engineer_squad_mp
assault_engineer_mp Target Size: 1 Sight: 35
UPGRADE: assault_engineer_flamethrower
1: assault_engineer_flamethrower 5.07 5.07 5.07
DMG: 16 Range: 0-20 Pen: 2.5 Delay: 2s Burst shots: 1
2.0: 16 2.0: 16 2.0: 16
range 10.0: x: 0.5, y: 6.2, range 20.0: x: 1, y: 6.2
DEFAULT
1: engineer_m3_grease_gun_mp 14.66 1.32 0.29 10.16 0.93 0.32 x4
DMG: 4 Range: 0-35 Pen: 1.0 Delay: 0.5-3.6s Burst shots: 12-3
SQUAD: assault_engineer_squad_mp VET 3
assault_engineer_mp Target Size: 0.71 Sight: 35
UPGRADE: assault_engineer_flamethrower
1: assault_engineer_flamethrower 5.64 5.64 5.64
DMG: 16 Range: 0-20 Pen: 2.5 Delay: 1.6s Burst shots: 1
2.0: 16 2.0: 16 2.0: 16
range 10.0: x: 0.5, y: 6.2, range 20.0: x: 1, y: 6.2
DEFAULT
1: engineer_m3_grease_gun_mp 21.65 2.09 0.49 14.58 1.38 0.5 x4
DMG: 4 Range: 0-35 Pen: 1.0 Delay: 0.4-2.8s Burst shots: 12-3

Explanations for what's shown:


I'm sure this thing has more bugs than a Relic product. But I don't think I'll necessarily spot them without someone else pointing them out to me, so might as well post it like this :foreveralone:
2 Jul 2016, 10:57 AM
#874
avatar of Cruzz

Posts: 1221 | Subs: 41

http://pastebin.com/tTJ5uZpX

Finally got around to testing how burst values work, and as usual I had gotten it wrong. Rounds to next integer for the rof*duration calculation. And it's not a 1+rof*duration, just rof*duration.

Only showing the added weapons over the default loadout now to make the display a bit less clumped, filtered a few more pointless units (paratrooper planes).
2 Jul 2016, 11:15 AM
#875
avatar of Mr.Smith

Posts: 2636 | Subs: 17

jump backJump back to quoted post2 Jul 2016, 10:57 AMCruzz
http://pastebin.com/1RMUDU3q

Finally got around to testing how burst values work, and as usual I had gotten it wrong. Rounds to next integer for the rof*duration calculation. And it's not a 1+rof*duration, just rof*duration.


You mean number_of_bullets = ceiling(rof*duration) ?

That should be almost equivalent to 1 + floor(rof*duration), except for the cases where rof and duration are perfectly aligned.
2 Jul 2016, 11:18 AM
#876
avatar of Cruzz

Posts: 1221 | Subs: 41



You mean number_of_bullets = ceiling(rof*duration) ?

That should be almost equivalent to 1 + floor(rof*duration), except for the cases where rof and duration are perfectly aligned.


Yes. Quite a lot of the ROF calculations had integer results, so it did affect quite a few (mostly flamers though...which basically got doubled DPS because the number of shots went from 1 to 2)
3 Jul 2016, 11:26 AM
#878
avatar of Cruzz

Posts: 1221 | Subs: 41

http://pastebin.com/tTJ5uZpX

Rounded penetration values displayed to get rid of the occasional .000003 multiplication error.

Added turret traverse speed value to units with free traversing weapons as it's a common veterancy bonus

Added weapon rack weapons to riflemen, rear echelon squads, regular tommies and regular sappers.

Fixed Churchill Crocodile Sweep weapon not having DPS calculated

8.7:

Fixed displayed Delay incorrectly adding cooldown on burst weapons with only 1 shot per reload (251 flammenwerfer and some speciality weapons like zis barrage), and added the 0.125 fire time for non-burst weapons to the delay number as well. Does not affect DPS calculations, was just an issue with my weapon stat printing

Fixed duplicate ability listings on assault grens

Display only front armor instead of front armor/0 when unit does not have rear armor enabled.

Filtered British HMG drop plane.

Parsing t-34 ram ability weapon

6 Jul 2016, 16:39 PM
#879
avatar of Mr.Smith

Posts: 2636 | Subs: 17

I was running my parser/calculator thing for Panzergrenadiers. If I am not mistaken, at max-range (35) the moving DPS of PGrens should be 2.28, which means it overtakes the stationary DPS of PGrens (since cooldown is massively decreased).

To help us debug, I get the following values for range/moving dependent parameters at range 35 and moving:
Code

aim_time (ready & fire): 0.46875
burst: 0.064453125
rof: 10
cooldown: 0.5
time_reload: pi
accuracy: 0.36

6 Jul 2016, 17:07 PM
#880
avatar of Cruzz

Posts: 1221 | Subs: 41

I was running my parser/calculator thing for Panzergrenadiers. If I am not mistaken, at max-range (35) the moving DPS of PGrens should be 2.28, which means it overtakes the stationary DPS of PGrens (since cooldown is massively decreased).

To help us debug, I get the following values for range/moving dependent parameters at range 35 and moving:
Code

aim_time (ready & fire): 0.46875
burst: 0.064453125
rof: 10
cooldown: 0.5
time_reload: pi
accuracy: 0.36



Something is wrong with what you're calculating with them
(0.36*ceil(0.0644*10)*5*5.5) = 9.9
(0.5+0.46875+0.0644)*5.5+(3.5+2.8)/2-0.5 = 8.33

9.9/8.33 ~ 1.19
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