Except dps curve and dps calculations.
Oh yeah and tons of actual gameplay.
Looking at those with unbiased opinion helps too.
More talk, show proof or stop posting.
Posts: 1158
Except dps curve and dps calculations.
Oh yeah and tons of actual gameplay.
Looking at those with unbiased opinion helps too.
Posts: 1660
More talk, show proof or stop posting.
Posts: 871
Posts: 1660
Posts: 1158
Posts: 1660
Those are reference values, they aren't very good for actual in-game combat. How does that prove anything? There is cover, abilities, vet. All in the real game. The reference dps values are an average from one set of calculations, they aren't guaranteed.
The only thing this proves is a higher POTENTIAL for rifles to do well at close range. We all already knew that, but even then there are still other variables that will mess with these reference values. We don't just teleport to close range. Someone has to close in. Whoever closes in is going to suffer a dps drop, completely invalidating the reference values. Then there will be model losses, most likely by the closer. These lab values just don't work when we are discussing real gameplay, unless you adjust the formula for a wide variety of real gameplay scenarios. The best you can do with these reference values is calculate a long range battle, which of course is in the grenadiers favor, followed by volks.
You aren't going to arrive at close range on a volks or grenadier squad with just 60 munitions worth of expense. At best, you would need 15 munitions more to use smoke so models aren't dropped in the approach and your opponent has to be stupid enough to sit there waiting in the smoke to get hit by that 40+ close range dps potential.
Posts: 221
Posts: 221
That's first quality bullshit.
The advantages of covers/positioning etc applies to both units in equal conditions in the same way, increasing RA, not dps, because we aren't talking about brits...and RA of rifles is the highest here.
They also have the highest number of models and outdps volks always and grens at anything but extreme long range, where they would trade definetly well due to the number of men in squads
"You aren't going to arrive at close range on a volks or grenadier squad with just 60 munitions worth of expense. At best, you would need 15 munitions more to use smoke so models aren't dropped in the approach and your opponent has to be stupid enough to sit there waiting in the smoke to get hit by that 40+ close range dps potential."
1) mortar gives free smoke
2) closing in against volks is a noob move (expected tho) rifles outdps volks at any range EVER and have less RA at any stage of the game, why would you ever close in ?
3) The only situation in which you MAY WANT to close in is against grens, which costs more anyway and lose any potential up to mid range. They also can't shoot mg, which is a lot of dps lost, on the move, and any mortar/artillery would force them to move, you also got several smoke sources or even flanking to nullify cover advantage.
FFS there are litterally 1000000 alternative ways to head on assaulting green covered enemy...it's called RTS for a reason.
"The only thing this proves is a higher POTENTIAL for rifles"
Here, equally invested muni will result in allies victory if the usf player knows how to use their infantry.
I know potential isn't enough for you and you wanted a "i win every infantry engagement with 0 micro" button..i'm sorry.
Data says 1 bar makes the squad extremely competitive in any situation that isn't floating on red cover or charging to a green covered squad.
The fact that you consider competitive a squad only if it can ignore any cover advantage and straight up charge to the enemy explain why you feel unable to achieve victory without second bar.
I'm indeed shocked that grens and volks CAN win in a defensive situation for which rifles have a specific tool.
It's indeed not competitive right now with only one bar as it requires you to not be afk to not lose an engagement.
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sorry but equally investment in ammo doens't make allies insta win...
Posts: 911
Those are reference values, they aren't very good for actual in-game combat. How does that prove anything? There is cover, abilities, vet. All in the real game. The reference dps values are an average from one set of calculations, they aren't guaranteed.
The best you can do with these reference values is calculate a long range battle, which of course is in the grenadiers favor, followed by volks.
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http://www.stat.coh2.hu/weapon.php?filename=riflemen_bar_30_06_light_machine_gun_mp
Bar dps: 5/14.70
Rifles removed: 1 garand
Cost 60
Final squad dps:12.36/45.34
Vet3 RA: 0.97 - 0.97x23/100 - 0.75x15/100= 0.64
http://www.stat.coh2.hu/weapon.php?filename=volksgrenadier_mp44_smg_mp
Stgx2 dps: 1.99/8.27x2= 3.98/16.52
Rifles removed: 2 kar 98k volks
Cost 60
Final squad dps:9.77/31.34
Vet 5 RA: 1 - 10% - 0.9x10/100 = 0.81
http://www.stat.coh2.hu/weapon.php?filename=grenadier_mg42lmg_mp
Lmg42 dps: 7.19/7.66
Rifles removed: 1 kar 98k grens
Cost 60
Final squad dps:14.42/26.32
Vet 3 RA: 0.91 - 0.91x23/100= 0.64
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Personally I'd like both abilities removed. On the axis side Stuka CAS is "I click, I win"
Posts: 1660
Don't use that site for dps calculations, they do it all wrong. You can use it for some things like armor, penetration, basic stats, but DO NOT use their DPS.
You can use this from cruzzi: https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
Download the file, open it with your browser.
Fixed your basic stats:
Bar dps: 3.939/13.204
Volks Stg: 1.446/7.52
Gren lmg42: 8.935/6.121
Also remember that those are only for range 35 and 5, without looking at the actual dps curve of the unit you get a flawed perspective.
Posts: 206
Personally I'd like both abilities removed. On the axis side Stuka CAS is "I click, I win" If you're anywhere under topspeed. For USF p47s are unreliable and because their damage output is based on the physical rocket projectile hitting the target, it can be negated by high density building areas and maps such as City 17. Not to mention that the rockets do tend to miss a lot. Overall though I'd at least like to have stuka CAS toned down a bit and definatly remove the ability to stun/critically damage vehicles. P47s I think are more or less fine, just reduce price to 200 like stuka CAS.
That's for the Stuka loiter though ^, I think the Close air support doctrine with the stuka straffe should still cause stuns, but not critical engine damage since it still requires similar time for the loiter to arrive, but hits a fixed area preset on callin.
Posts: 1660
Personally I'd like both abilities removed. On the axis side Stuka CAS is "I click, I win" If you're anywhere under topspeed. For USF p47s are unreliable and because their damage output is based on the physical rocket projectile hitting the target, it can be negated by high density building areas and maps such as City 17. Not to mention that the rockets do tend to miss a lot. Overall though I'd at least like to have stuka CAS toned down a bit and definatly remove the ability to stun/critically damage vehicles. P47s I think are more or less fine, just reduce price to 200 like stuka CAS.
That's for the Stuka loiter though ^, I think the Close air support doctrine with the stuka straffe should still cause stuns, but not critical engine damage since it still requires similar time for the loiter to arrive, but hits a fixed area preset on callin.
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For some reason it doesn't work on my laptop.
I know those aren't 100% accurate, but i mainly rely on being approximately correct and more importantly corre tly highliting the squad/weapon with superior dps at the specific range.
I will eventually try ti make cruz work as i get to my pc.
Posts: 1660
Here's another alternative if you want, this is just a google sheet no download required. Also includes vehicle mgs and other cool stuff. The dps calculations are also slightly off here, everything is usually a bit lower dps. But, you can see all the ranges here to get a better idea of the curve.
https://docs.google.com/spreadsheets/d/1LOYMDi_XR7rILsk6HbAZqGihsk22t-45C_6NbQEP-m0/edit#gid=0
The only units that have changed since this was created are penals and guards, and volks stgs added.