Your opinion that fortification do not exist in COH2 is noted...no reason to go back to it again...
Maybe read that post again
Posts: 498
Your opinion that fortification do not exist in COH2 is noted...no reason to go back to it again...
Posts: 2723 | Subs: 1
Posts: 677
Maybe read that post again
No logic
Posts: 556
Posts: 677
"Do fortifications exist In coh2", the answer is no...
Posts: 556
Posts: 677
I have have already said why reload is important,...
Posts: 556
Your attitude simply illustrates that you are incapable of acknowledging when you have made a mistake
Posts: 677
FORMULA for DPS calculation
Damage / (Activation Time + Recharge) = Damage per Second
Damage equals the unit base damage, activation time is the "ready aim stats" and the key to it all,+ recharge or in other words RELOAD
At no point is accuracy a factor in DPS calculation therefore you are WRONG.
Your opinion of accuracy is important to DPS just that a opinion and unquestionably wrong at that.
Offtopic: accuracy is leagues ahead been better than reload and cooldown.
Accuracy translates directly into DPS increase while reload/cooldown is around 1/4 as effective as accuracy is.
Posts: 556
Posts: 677
That's the beautiful part of stats and mathematical Fourmals they are not subjective to people's own views...no matter how wrong they are.
Posts: 556
Your beyond salvation...PLS never question another person knowledge of the game...Just think about it a bullet that does not hit a target will make 0 damage....
Posts: 175
https://en.m.wikipedia.org/wiki/Damage_per_second
That link provides you info how to properly caculate DPS and even how major publisher use it...
Posts: 8154 | Subs: 2
DPS being calculated as: Damage x Accuracy x (Shots per burst x Shots fired before reload / Total time to shoot including reload)
Total time to shoot including reload = ((Shoot burst duration + Fire aim time + Wind up + Wind down)*Shoots fire before reload) + (Cooldown duration * Reload frequency) + (Reload duration)
-I made the calculations based on the Gren Kar at mid range. Cooldown modifiers are better at longer range than at close range
+3 Accuracy: increases damage by 3%
5% cooldown: increases damage by 1.21%
3% Reload: ... by 0.27%
2% Reload + 2% Cooldown: ... by 0.66%
Posts: 4630 | Subs: 2
Posts: 556
Posts: 677
You two fellows are correct,... /Let it die
Posts: 677
On topic: Ignoring the terminological war in this thread, I don't agree with OP - fiddling with assault guns effectiveness against static positions would possibly require a chain of balance changes, especially with brit emplacements which are troublesome already. I don't have too much confidence with Relic's work when trying to balance the game, so creating problems by addressing an non balance - issue doesn't sound good to me. Also, assault guns are effective enough vs most static positions already imo.
One could add some damage modifier similar to Avre against structures.
One could also make it veterancy related:
for instance Brumbar vet 1 ability "Bunker Busting Barrage" could have damage bonus or even bypass some of the "brace" damage reduction. For instance instead of 75% damage reduction the reduction could be lower down to 50%.
A similar change could be made to the Sturm Tiger (S.T.) also by adding similar affect in vet 1 since the vet 1 S.T. is quiet useless.
Similar change could be made to other assault guns like the Dozer, Kv-2 indirect, ISU-152 giving some anti-structure barrage abilities (where not available) or some structure damage modifiers with veterancy.
Posts: 508
14 | |||||
134 | |||||
33 | |||||
14 | |||||
14 | |||||
5 | |||||
2 | |||||
1 | |||||
1 |