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russian armor

Cruzz's The More You Know

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20 Sep 2018, 05:34 AM
#1041
avatar of LoopDloop

Posts: 3053



Kar 98 is 0.5, M1 Garand is 0.6, I believe the mosin is also 0.5. Essentially don't run and gun with sections. And the easy 8 does have scatter on the move. All USF tanks currently have 0.75 moving accuracy debuff while moving.

Oh lol. Only gets compounded by the fact that brens have 0% shooting on the move XD I guess that’s what commandos are for.

Good to know that easy 8 still has scatter. Not like I’d ever pick it over the new 76mm anyway.
22 Sep 2018, 03:12 AM
#1042
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

How does target range in the mod files work? By "target range" I mean the far/mid/near for when stats change. For example let's use Ost P4 main gun. 40/20/0 is its far/mid/near for penetration calculations. Pen is 125/115/110

Now is this dynamic? meaning that say you're at range 30, does your penetration go 50% between mid and far which would be 112.5 or does it remain at far range till it crosses the 20 range threshold? OR does it go to the closet value, say you're at 25 range it would then go to mid range pen for its calculation.

If it is threshold based and a lot of near calculation ranges are 0, wouldn't that be near impossible to achieve? You'd be a lot more likely to run into pathing problems and probably wouldn't even reach near range.

Also can you give me a run down of how scatter calculations work? I always forget :p
22 Sep 2018, 07:23 AM
#1043
avatar of Vipper

Posts: 13496 | Subs: 1

How does target range in the mod files work? By "target range" I mean the far/mid/near for when stats change. For example let's use Ost P4 main gun. 40/20/0 is its far/mid/near for penetration calculations. Pen is 125/115/110

Now is this dynamic? meaning that say you're at range 30, does your penetration go 50% between mid and far which would be 112.5 or does it remain at far range till it crosses the 20 range threshold? OR does it go to the closet value, say you're at 25 range it would then go to mid range pen for its calculation.

If it is threshold based and a lot of near calculation ranges are 0, wouldn't that be near impossible to achieve? You'd be a lot more likely to run into pathing problems and probably wouldn't even reach near range.

Also can you give me a run down of how scatter calculations work? I always forget :p

Range is calculated linearly thus penetration, accuracy, rate of fire are also calculated linearly.

For scatter look at the first page of this thread or here:
https://community.companyofheroes.com/discussion/231279/a-guide-to-d-p-s-basics#latest
1 Oct 2018, 19:57 PM
#1044
avatar of FK9DD

Posts: 83

Hey,what is the current stats for pathfinders?
interested in 2 scoped rifles,acc and firerate
1 Oct 2018, 23:20 PM
#1045
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post1 Oct 2018, 19:57 PMFK9DD
Hey,what is the current stats for pathfinders?
interested in 2 scoped rifles,acc and firerate

m1 scoped Garand

Accuracy near 0.345
Accuracy mid 0.575
Accuracy far 0.92

Cooldown time near 0.38 - 0.75
Cooldown time mid 0.47 - 0.94
Cooldown time far 0.56 - 1.13
2 Oct 2018, 00:09 AM
#1046
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

jump backJump back to quoted post1 Oct 2018, 23:20 PMVipper

m1 scoped Garand

Accuracy near 0.345
Accuracy mid 0.575
Accuracy far 0.92

Cooldown time near 0.38 - 0.75
Cooldown time mid 0.47 - 0.94
Cooldown time far 0.56 - 1.13


Is that right? Far accuracy has a 0.92 hit percentage against a target size of 1 where near goes to 0.345? Who thinks of this....
2 Oct 2018, 00:19 AM
#1047
avatar of Vipper

Posts: 13496 | Subs: 1



Is that right? Far accuracy has a 0.92 hit percentage against a target size of 1 where near goes to 0.345? Who thinks of this....

This is weapon that work similar to sniper rifle and it makes perfect sense.

Think of it like this if the scoped rifle had better DPS close than far it would cut down most infantries that managed to close in.

The same reversed DPS curve is used also by LMG for the exact same reason.

Weapon profiles where developed in combination with relative positioning in order to shift damage ratio according to favorable range. That in some cases mean that weapon that are good long range have to be worse in close range.

The only problem in this case is that Pathfinders can equip bars.
2 Oct 2018, 00:32 AM
#1048
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2



Is that right? Far accuracy has a 0.92 hit percentage against a target size of 1 where near goes to 0.345? Who thinks of this....

It was already implied, but JLI scoped g43s act similarly. In fact, their far accuracy is actually greater than 1.

Unless there's something I'm forgetting, these are the only two weapons to have their accuracy increase with range.
2 Oct 2018, 07:56 AM
#1049
avatar of FK9DD

Posts: 83

jump backJump back to quoted post1 Oct 2018, 23:20 PMVipper

m1 scoped Garand

Accuracy near 0.345
Accuracy mid 0.575
Accuracy far 0.92

Cooldown time near 0.38 - 0.75
Cooldown time mid 0.47 - 0.94
Cooldown time far 0.56 - 1.13

wait but thats old stats when they had 1 scoped,now with 2 they can't hit shit at long ranges,are you sure about this?:huhsign:
2 Oct 2018, 08:05 AM
#1050
avatar of FK9DD

Posts: 83

2 Oct 2018, 08:31 AM
#1051
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post2 Oct 2018, 08:05 AMFK9DD
nevermind,dps is so low that i thought they just missing lol

The DPS is low because they do not kill with DPS but with critical hits.

Pathfinders always had 2 scope weapons , IR Pathfinder come with one.

The have 92% accuracy far they hit allot.
2 Oct 2018, 09:46 AM
#1052
avatar of FK9DD

Posts: 83

i know i know,but thing is they can't fight on their own,290 mp for support who is gonna lose every 1x1 fight and even more they don't prioritize damaged models,their only strength is sight,but do you really need it for 290 mp?they just weak choice and this is why at gcs2 tournament they been picked.....no one picked them lol
and yes bars are useless for them and very useful for you opponent because they just start dropping it from first died model
2 Oct 2018, 09:59 AM
#1053
avatar of Vipper

Posts: 13496 | Subs: 1

jump backJump back to quoted post2 Oct 2018, 09:46 AMFK9DD
i know i know,but thing is they can't fight on their own,290 mp for support who is gonna lose every 1x1 fight and even more they don't prioritize damaged models,their only strength is sight,but do you really need it for 290 mp?they just weak choice and this is why at gcs2 tournament they been picked.....no one picked them lol
and yes bars are useless for them and very useful for you opponent because they just start dropping it from first died model

Judging a unit by its DPS is simply wrong and part of problem with balance approach.

Bars actually have great synergy with pathfinder regardless if they are carried by them or another unit because they spread damage to models allowing the critical kill to work more often.

Not sure if this the right place for this sort of debates thou.
13 Oct 2018, 21:57 PM
#1054
avatar of Cresc

Posts: 378

pay no mind to imperial dane's rants...
this guy asked for grens to be able to build sandbags themselves.
21 Nov 2018, 16:38 PM
#1055
avatar of JulianSnow

Posts: 321

Can anyone explain the calculation of the DPS behind the HTML document?

I'd like to analyse the stats.


Nevermind, just read the first comment in this very topic.
29 Nov 2018, 11:57 AM
#1056
avatar of JulianSnow

Posts: 321

jump backJump back to quoted post26 Jun 2016, 15:38 PMCruzz


accuracy*damage*(1+reload frequency) * (1+burst duration * rate of fire)
/
(ReadyAim + ReloadDuration - FireAim - Cooldown) + (1+reload frequency)* (Wind up+Wind down+FireAim+Cooldown+Burst duration)


So when i try to get this 'formula' into my Excel it doens't add up. I took the values from the HTML file and came to this:

Near DPS OKW Sturmpioneer with STG44

accuracy*damage*(1+reload frequency) * (1+burst duration * rate of fire)
/
(ReadyAim + ReloadDuration - FireAim - Cooldown) + (1+reload frequency)* (Wind up+Wind down+FireAim+Cooldown+Burst duration)

0.621 * 5 * (1+5,5 = 6,5) * (1+ 0.875 * 10 = 18.75) = 378.422
/
(0,04 + 3,15 – 0,04 – 0,75 = 2.4) + (1 + 5,5 = 6.5) * (0 + 0 + 0,04 + 0,75 + 1,375 = 2.165) = 19.269
=
19.639


Only, the result (according to the HTML file) should be: 16.034, am I missing something here?
29 Nov 2018, 15:54 PM
#1057
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



So when i try to get this 'formula' into my Excel it doens't add up. I took the values from the HTML file and came to this:

Near DPS OKW Sturmpioneer with STG44

accuracy*damage*(1+reload frequency) * (1+burst duration * rate of fire)
/
(ReadyAim + ReloadDuration - FireAim - Cooldown) + (1+reload frequency)* (Wind up+Wind down+FireAim+Cooldown+Burst duration)

0.621 * 5 * (1+5,5 = 6,5) * (1+ 0.875 * 10 = 18.75) = 378.422
/
(0,04 + 3,15 – 0,04 – 0,75 = 2.4) + (1 + 5,5 = 6.5) * (0 + 0 + 0,04 + 0,75 + 1,375 = 2.165) = 19.269
=
19.639


Only, the result (according to the HTML file) should be: 16.034, am I missing something here?


Not rounding times to nearest 0.125, nor am I rounding to to the last full number for burst duration * rate of fire. I guess I probably should start using an averaged amount of bullets for results that are more in line with ingame performance, it changes the stg44 numbers quite a lot because of how the burst numbers for it are set up.

Maybe This? Your cooldown was wrong, I ran the numbers and got about 18. Closer to the real number atleast. That post is two years old, he might have optimized the equation on the site more.
30 Nov 2018, 15:20 PM
#1058
avatar of JulianSnow

Posts: 321

jump backJump back to quoted post29 Nov 2018, 15:54 PMTobis

That post is two years old, he might have optimized the equation on the site more.



Hmm, possible.


jump backJump back to quoted post29 Nov 2018, 15:54 PMTobis

Maybe This? Your cooldown was wrong, I ran the numbers and got about 18. Closer to the real number atleast.



However I don't get what you mean with the wrong cooldown. In my equation i took the average of each range. The 'near' cooldown for the sturmpioneer stg44 is 0.56 - 0.94, which makes the average 0.75 (right?).
30 Nov 2018, 16:44 PM
#1059
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



However I don't get what you mean with the wrong cooldown. In my equation i took the average of each range. The 'near' cooldown for the sturmpioneer stg44 is 0.56 - 0.94, which makes the average 0.75 (right?).

That sounds right and I don't remember why I thought it was different yesterday.
30 Nov 2018, 17:32 PM
#1060
avatar of Vipper

Posts: 13496 | Subs: 1



So when i try to get this 'formula' into my Excel it doens't add up. I took the values from the HTML file and came to this:

Near DPS OKW Sturmpioneer with STG44

accuracy*damage*(1+reload frequency) * (1+burst duration * rate of fire)
/
(ReadyAim + ReloadDuration - FireAim - Cooldown) + (1+reload frequency)* (Wind up+Wind down+FireAim+Cooldown+Burst duration)

0.621 * 5 * (1+5,5 = 6,5) * (1+ 0.875 * 10 = 18.75) = 378.422
/
(0,04 + 3,15 – 0,04 – 0,75 = 2.4) + (1 + 5,5 = 6.5) * (0 + 0 + 0,04 + 0,75 + 1,375 = 2.165) = 19.269
=
19.639


Only, the result (according to the HTML file) should be: 16.034, am I missing something here?

Burst duration near 1 - 1.7
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