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Cruzz's The More You Know

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30 Aug 2017, 08:14 AM
#981
avatar of Zansibar

Posts: 158 | Subs: 2

Yes penals are insane
30 Aug 2017, 18:15 PM
#982
avatar of Dangerous-Cloth

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!
30 Aug 2017, 19:43 PM
#983
avatar of Zansibar

Posts: 158 | Subs: 2

nerf penals buff cons tbh
31 Aug 2017, 00:06 AM
#984
avatar of LoopDloop

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
31 Aug 2017, 15:39 PM
#985
avatar of 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 :banana:
31 Aug 2017, 23:10 PM
#986
avatar of LoopDloop

Posts: 3053



I am :banana:

(Offtopic AF)

Yeee. My favorite is the mechanized company one. RIP old Stuart.
15 Nov 2017, 15:00 PM
#987
avatar of sherlock
Patrion 14

Posts: 550 | 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?
15 Nov 2017, 15:29 PM
#988
avatar of EtherealDragon

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"
15 Nov 2017, 15:36 PM
#989
avatar of ZombiFrancis

Posts: 2742

This is my guess without being at my computer to test and confirm:


15 Nov 2017, 15:54 PM
#990
avatar of Vipper

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.
3 Jan 2018, 18:25 PM
#991
avatar of Hon3ynuts

Posts: 818

jump backJump back to quoted post6 Jul 2015, 11:29 AMCruzz
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?:hansUSA::hansREKT:
6 Jan 2018, 08:18 AM
#992
avatar of LiberalPerturabo

Posts: 26

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.
6 Jan 2018, 09:42 AM
#993
avatar of Vipper

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.
6 Jan 2018, 16:23 PM
#994
avatar of RedT3rror

Posts: 747 | Subs: 2

jump backJump back to quoted post15 Nov 2017, 15:54 PMVipper

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.
6 Jan 2018, 16:36 PM
#995
avatar of Vipper

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.
6 Jan 2018, 17:10 PM
#996
avatar of LiberalPerturabo

Posts: 26

jump backJump back to quoted post6 Jan 2018, 09:42 AMVipper

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!
6 Jan 2018, 17:24 PM
#997
avatar of RedT3rror

Posts: 747 | Subs: 2

jump backJump back to quoted post6 Jan 2018, 16:36 PMVipper

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
6 Jan 2018, 17:47 PM
#998
avatar of Vipper

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.
6 Jan 2018, 19:01 PM
#999
avatar of RedT3rror

Posts: 747 | Subs: 2

jump backJump back to quoted post6 Jan 2018, 17:47 PMVipper

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.
6 Jan 2018, 19:16 PM
#1000
avatar of elchino7
Senior Moderator Badge

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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