Cruzz's The More You Know
Posts: 158 | Subs: 2
Posts: 2066
Yes penals are insane
I heard they are fine. Just need some more sticky 152 mm shells in their pockets for those pesky hmgs!
Posts: 158 | Subs: 2
Posts: 3053
nerf penals buff cons tbh
Plzplz. And/or make penals have some direction other than mindless terminators. But this game might not get anymore updates. Love your videos btw, if you're the real zansibar
Posts: 158 | Subs: 2
Plzplz. And/or make penals have some direction other than mindless terminators. But this game might not get anymore updates. Love your videos btw, if you're the real zansibar
I am
Posts: 3053
I am
(Offtopic AF)
Yeee. My favorite is the mechanized company one. RIP old Stuart.
Posts: 550 | Subs: 1
If a vet 3 con is merged with a vet 3 shock, for example. The new members in the squad will not have the armour, however against stgs and in the late game armour doesn't mean much anyway.
Does the new entity retain the con vet bonuses, i.e. pretty good received accuracy bonuses, or the shock vet? If it has the con vet, then it would be quite interesting to merge late game, wouldn't it?
Posts: 1890 | Subs: 1
Short question regarding merging that I never could quite work out.
If a vet 3 con is merged with a vet 3 shock, for example. The new members in the squad will not have the armour, however against stgs and in the late game armour doesn't mean much anyway.
Does the new entity retain the con vet bonuses, i.e. pretty good received accuracy bonuses, or the shock vet? If it has the con vet, then it would be quite interesting to merge late game, wouldn't it?
https://www.coh2.org/topic/50644/conscript-merge-question According to that thread they would inherit the Vet of the Squad they are merged into
PS While we have this thread bumped I have a question of my own - Does elevation and/or shot blockers like shooting from behind tall green cover negate HMG fire? I may be crazy but I swear there are times where I have a HMG firing up (i.e. into) a hill or into the green cover it is behind and it seems to negate the suppression performance by a notable degree.
I guess the simple way of putting it is - "Can terrain affect HMG fire and act as a shot blocker of sorts"
Posts: 2742
Posts: 13496 | Subs: 1
...The new members in the squad will not have the armour, however against stgs and in the late game armour doesn't mean much anyway.
...
Actually armor is more effective than received accuracy vs ST44 because it certain like bars and ST44 re-roll missed shots.
Posts: 818
Some random things you may or may not have known about whatever.
Some questions on bulletins
Does Rifleman/RE 10% reinforce speed affect stolen or recrewed weapons teams?
Does rifleman 10% veterancy affect stolen/recrewed weapons teams?
Which bulletins does this new artillery officer benefit from?
If i steal a USF sherman with OKW i guess i get to apply my Panther bulletins?
Posts: 26
Does any of you guys have stats on it's HEAT shells? The tooltip says they increase armor pen and damage but not the exact amount.
Oh and BTW, what's up with panzerfusiliers' G43 upgrade? I've heard it actually makes them worse, and I can't seem to find information about it.
Posts: 13496 | Subs: 1
So I've been using elite armor doctrine as OKW.
Does any of you guys have stats on it's HEAT shells? The tooltip says they increase armor pen and damage but not the exact amount.
Oh and BTW, what's up with panzerfusiliers' G43 upgrade? I've heard it actually makes them worse, and I can't seem to find information about it.
heat shell can be found here:
https://www.coh2.org/guides/52852/the-coh2-ability-guide
PF G43 vs Kar98
panzerfusilier_g43---------------9.12/6.75/3.53/2.36
panzerfusilier_kar_98k_rifle_mp -3.76/3.08/2.58/2.09
is superior in every range.
Posts: 747 | Subs: 2
Actually armor is more effective than received accuracy vs ST44 because it certain like bars and ST44 re-roll missed shots.
Why should armour be superiour to received accuracy while fighting ST44? That would only be the case if there was a chance of >1 to hit the enemy. Only vetted units with high accuracy guns don't get the fullest out of their accuracy (mostly rifles which are rather ineffective against CQB units). However with Shocktroops you are very likely to meet high dps weapons like the MG42 and MG34 (both stationary or upgraded) which have penetration >1.
Posts: 13496 | Subs: 1
Why should armour be superiour to received accuracy while fighting ST44? That would only be the case if there was a chance of >1 to hit the enemy. Only vetted units with high accuracy guns don't get the fullest out of their accuracy (mostly rifles which are rather ineffective against CQB units). However with Shocktroops you are very likely to meet high dps weapons like the MG42 and MG34 (both stationary or upgraded) which have penetration >1.
Let me try to explain this with an example:
A unit with ST44 fire on squad with TS 1 and armor 2.
It has 50% chance to do damage.
The same unit fire on unit with TS 0.5 and armor 1.
It has 75% chance to do damage.
High accuracy units firing on shock troops are less effective because hitting does not mean that they will do damage.
Posts: 26
heat shell can be found here:
https://www.coh2.org/guides/52852/the-coh2-ability-guide
PF G43 vs Kar98
panzerfusilier_g43---------------9.12/6.75/3.53/2.36
panzerfusilier_kar_98k_rifle_mp -3.76/3.08/2.58/2.09
is superior in every range.
Thanks a lot!
Posts: 747 | Subs: 2
Let me try to explain this with an example:
A unit with ST44 fire on squad with TS 1 and armor 2.
It has 50% chance to do damage.
The same unit fire on unit with TS 0.5 and armor 1.
It has 75% chance to do damage.
High accuracy units firing on shock troops are less effective because hitting does not mean that they will do damage. It is the reason why R.E used to be better at fighting Kubels than riflemen.
Well tell me where I am wrong.
chance to hit(if >1 then it's 1):= (weapon accuracy)*(received accuracy)*(other modifiers such as vet)
chance to damage:= (chance to hit)*(chance to penetrate)
So as long the chance to hit is not greater than 1, the chance to penetrate is just like any other modifier (when looking at damage)
So for a volks STG vet0 close range against a unit
with 1.5 armour and 1 size -> 0.55*1*(1/1.5) = 0.3685
with 1 armour and 0.67 size -> 0.55*0.67*1 = 0.3685
Posts: 13496 | Subs: 1
Well tell me where I am wrong.
chance to hit(if >1 then it's 1):= (weapon accuracy)*(received accuracy)*(other modifiers such as vet)
chance to damage:= (chance to hit)*(chance to penetrate)
So as long the chance to hit is not greater than 1, the chance to penetrate is just like any other modifier (when looking at damage)
So for a volks STG vet0 close range against a unit
with 1.5 armour and 1 size -> 0.55*1*(1/1.5) = 0.3685
with 1 armour and 0.67 size -> 0.55*0.67*1 = 0.3685
At first glance your math seems to be correct.
But you seem to miss the point. Certain weapon (mostly hmgs), including the ST44 and bar (don't remember if it applies to Volks ST44 thou) have a variable that allows them to score a sort of "collision hit" on another squad member. If the shot miss the first target it has a chance to hit another target and "reroll".
In some ways it make sense for squad with small number of entities to have this advantage since their member get hit by multiple enemy entities but in some case like the bar or the Kubel it should have been removed.
In you example the chance for both "rolls" to miss would be around 40% (or chance to hit would around 60%) that the ST44 would worse vs the unit with armor.
Hope that I explain clearly enough.
Posts: 747 | Subs: 2
At first glance your math seems to be correct.
But you seem to miss the point. Certain weapon (mostly hmgs), including the ST44 and bar (don't remember if it applies to Volks ST44 thou) have a variable that allows them to score a sort of "collision hit" on another squad member. If the shot miss the first target it has a chance to hit another target and "reroll".
In some ways it make sense for squad with small number of entities to have this advantage since their member get hit by multiple enemy entities but in some case like the bar or the Kubel it should have been removed.
In you example the chance for both "rolls" to miss would be around 40% (or chance to hit would around 60%) that the ST44 would worse vs the unit with armor.
Hope that I explain clearly enough.
Where can I find that collision hit in the mod tools?
If that's correct, aren't the armored troops even more in a disadvantage? After all the armour modifier only gets used if they are hit.
Posts: 8154 | Subs: 2
Where can I find that collision hit in the mod tools?
If that's correct, aren't the armored troops even more in a disadvantage? After all the armour modifier only gets used if they are hit.
https://www.coh2.org/topic/36347/cruzz-s-the-more-you-know/post/374400
Small arms with focus_fire: false:
BAR
Grease Gun
hmg42
mp40
mp44
ppsh
Maxim
DSHK
hmg34
fg42
kubel
OKW mp44
It could be outdated.
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