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Cruzz's The More You Know

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8 Jul 2015, 00:25 AM
#121
avatar of momo4sho
Senior Caster Badge
Donator 22

Posts: 466 | Subs: 1



Which is why re crewing with more advanced squads isn't always the best of ideas.


Yeah but you can bypass this as soviets if you really had to crew the pak with guards or shock by merging conscripts into the pak gun, which I haven't seen anyone do.

Thanks Cruzzi boy!
8 Jul 2015, 09:29 AM
#122
avatar of Cruzz

Posts: 1221 | Subs: 41

A bit on scatter...

Scatter has two components, horizontal and vertical

Horizontal scatter is determined by angle_scatter, and is simply the amount of degrees that the round can deviate from the target position. Multiply by distance to target to get how far horizontally your round can be off from the target.

Vertical scatter is determined by distance_scatter_max, distance_scatter_offset and distance_scatter_ratio. Distance_scatter_ratio is the important bit here and works like angle except vertically. So again multiply by distance. The result will be capped by distance_scatter_max, in case the range*ratio value would be higher.

Distance_scatter_offset will determine the percentage of rounds that over or undershoot. As 0 means an even distribution in the area, a value of 0.57 (which is also the highest overshot in the game) like on the IS2 means that 50+0.57*50 = 78.5% of shots overshoot. This is why standing in front of shotblocking objects and thus letting overshot rounds hit you is a particularly bad move against IS2. No weapon used by a unit actually has a negative value here, everything is either neutral (mortars) or overshoots to some extent (everything else). As such you should generally go towards the thing shooting at you if you want to dodge a shot.

As an example for the soviet 82mm mortar, barraging at range 53 (midpoint as min 25 max 80), your barrage area will be 0.08(angle)*53 = 4.24 horizontal and 0.075(ratio) * 53 = 3.975 vertical. Most weapons don't have much of a difference in vertical and horizontal scatter so you can just ignore the difference.

This is a bit smaller than the area shown on the barrage reticule ingame, which starts off at 3.75 at 25 and ends up at 7 at 80, while actually the barrage area will start off at 2 and end up at 6.4. Generally speaking very few targeting reticules are completely accurate and almost never take veterancy bonuses to scatter etc. into account. Some like the Ostheer mortar barrage at 14 max (actual: 7.2) are just ridiculously off.
9 Jul 2015, 14:03 PM
#123
avatar of Cruzz

Posts: 1221 | Subs: 41

A couple of random additions:

You can't blitz if you get engine damage from a mine or randomly from getting hit at low health, because those use the old crit. You can blitz if you get engine damage from an infantry nade, because they made a new crit for the health check and that isn't checked for when considering whether you can blitz or not.

OKW Puma can Aimed Shot with a destroyed gun.

A T34 in the middle of a Ram will instantly destroy any team weapons it hits.
9 Jul 2015, 14:51 PM
#124
avatar of Napalm

Posts: 1595 | Subs: 2

Could we get this thread sticked please mods?
10 Jul 2015, 15:29 PM
#125
avatar of SahinK

Posts: 23

One more question about Bullet-in effects...

For OKW Officer Training:Tank Bullet in That gives %4 armor, Will it effects Command Panther too? OR only Vanilla OKW Panther?
10 Jul 2015, 16:13 PM
#126
avatar of EtherealDragon

Posts: 1890 | Subs: 1

jump backJump back to quoted post9 Jul 2015, 14:03 PMCruzz
A couple of random additions:

You can't blitz if you get engine damage from a mine or randomly from getting hit at low health, because those use the old crit. You can blitz if you get engine damage from an infantry nade, because they made a new crit for the health check and that isn't checked for when considering whether you can blitz or not.


Safe to assume that wasn't intentional and a bug... right? Because that seems rather broken and something that should get hotfixed.
11 Jul 2015, 22:04 PM
#127
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

something else to add, conscripts with repair can't jump damage sandbags.
11 Jul 2015, 23:46 PM
#128
avatar of Thunderhun

Posts: 1617

Also;. if you steal a Mg-42 that had camo upgrade, your boyz will keep that upgrade in the future with all of it's bonuses.
12 Jul 2015, 05:28 AM
#129
avatar of sluzbenik

Posts: 879

Also;. if you steal a Mg-42 that had camo upgrade, your boyz will keep that upgrade in the future with all of it's bonuses.


Can't wait to steal one with shocks.

Camo'ed Ninja MG team ROFLCOPTERS.

12 Jul 2015, 05:36 AM
#130
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
shock mg42s are uh, pretty good.
12 Jul 2015, 07:08 AM
#131
avatar of Cruzz

Posts: 1221 | Subs: 41

shock mg42s are uh, pretty good.


All recrewed squads are stronger. Except ones recrewed with Ostruppen.

Shocks have 25% less received accuracy this patch
Jaeger/PG MG42s have 45% less received accuracy this patch.




Also;. if you steal a Mg-42 that had camo upgrade, your boyz will keep that upgrade in the future with all of it's bonuses.



Only the gun will keep the camo, the crew doesn't get camo. But true you will still get the 5 sec +50% damage every time it starts a fight by firing first.
12 Jul 2015, 07:15 AM
#132
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post12 Jul 2015, 07:08 AMCruzz
Shocks have 25% less received accuracy this patch
Jaeger/PG MG42s have 45% less received accuracy this patch.

I'm not quite getting what you mean here. You are not referring to ninja buffs, right?
12 Jul 2015, 07:45 AM
#133
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post12 Jul 2015, 07:15 AMVuther

I'm not quite getting what you mean here. You are not referring to ninja buffs, right?


jump backJump back to quoted post6 Jul 2015, 11:29 AMCruzz

Similarly since the last patch, HMG and Mortar crews now lose their 1.25 received accuracy penalty permanently upon getting decrewed. In addition team weapons will inherit the BASE received accuracy of a squad used to recrew them.


...and in case anyone is wondering about what the base RA of units is:

Conscript vet0 -8.7%

Grenadiers vet0 9%
PGrens vet0 20%
Ostruppen vet0 -25%
Stormtroopers vet0 25%

Riflemen/Captain/Lieut vet0 3%

Sturmpio vet0 13%
Obersoldaten vet0 30%
Jaeger vet0 20%
Fallschirm vet0 13%

Everything else is 0%.
12 Jul 2015, 08:46 AM
#134
avatar of Fortune
Donator 11

Posts: 532 | Subs: 1

Great scott, I'll have to run around stealing all weapon setups with Jaegers now.

Have you previously noted how potent Ostwinds are with 3x Suppression Bulletins, by the way?
They seem to instantly yellow-pin squads at max range as long as they're in zero cover, and take 2-3 MG bursts to do the same to light cover squads.
12 Jul 2015, 16:48 PM
#135
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post12 Jul 2015, 07:45 AMCruzz
...and in case anyone is wondering about what the base RA of units is:

Actually it was something entirely different but I figured out what you meant. When you said "Shocks have 25% less received accuracy this patch", you meant Shocks on a weapon would have a net reduction in received accuracy of 25% compared to the original crew.

jump backJump back to quoted post12 Jul 2015, 08:46 AMFortune
Great scott, I'll have to run around stealing all weapon setups with Jaegers now.

Well, it'll still cost more to reinforce them, but it at least won't be like the former "Cheapest is best" for recrewing.
12 Jul 2015, 17:10 PM
#136
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post12 Jul 2015, 08:46 AMFortune

Have you previously noted how potent Ostwinds are with 3x Suppression Bulletins, by the way?
They seem to instantly yellow-pin squads at max range as long as they're in zero cover, and take 2-3 MG bursts to do the same to light cover squads.


Sure, but because you can't manually retarget the MG that actually gets the suppression it is extremely pointless to waste all your bulletins just to be able to suppress one single squad with an ostwind.
12 Jul 2015, 23:11 PM
#137
avatar of Fortune
Donator 11

Posts: 532 | Subs: 1

jump backJump back to quoted post12 Jul 2015, 17:10 PMCruzz


Sure, but because you can't manually retarget the MG that actually gets the suppression it is extremely pointless to waste all your bulletins just to be able to suppress one single squad with an ostwind.


It's quite potent, and dose achieve sustained aoe suppression.
13 Jul 2015, 06:52 AM
#138
avatar of Highfiveeeee

Posts: 1740

jump backJump back to quoted post12 Jul 2015, 08:46 AMFortune

Have you previously noted how potent Ostwinds are with 3x Suppression Bulletins, by the way?
They seem to instantly yellow-pin squads at max range as long as they're in zero cover, and take 2-3 MG bursts to do the same to light cover squads.


That's a good point as OSt T3 is very strong atm.
2-3 StuGs and an Ostwind with mentioned bulletins are awesome.

The perfect addition to your daily dose of CAS :snfPeter:
13 Jul 2015, 16:36 PM
#139
avatar of Cruzz

Posts: 1221 | Subs: 41

Fun thing to keep in mind about vehicle crits in the new patch:

Because Relic screwed up the crit tables, vehicles are GUARANTEED to receive main gun destroyed from any small arms or flame damage that penetrates below 25% health. Even an IS2's gun isn't safe from the massive destructive power of MG42 incendiary rounds from the rear.

Ballistic and explosive damage correctly applies the main gun crit only 10% of the time.
13 Jul 2015, 17:20 PM
#140
avatar of Hogman512

Posts: 168

jump backJump back to quoted post13 Jul 2015, 16:36 PMCruzz
Fun thing to keep in mind about vehicle crits in the new patch:

Because Relic screwed up the crit tables, vehicles are GUARANTEED to receive main gun destroyed from any small arms or flame damage that penetrates below 25% health. Even an IS2's gun isn't safe from the massive destructive power of MG42 incendiary rounds from the rear.

Ballistic and explosive damage correctly applies the main gun crit only 10% of the time.


Could things get anymore trololol?!

Seriously, Relic...?
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