Get them all smgs them haha.
That would be more preferable (with adjusted DPS for PPsh of course), or SVTs(+3 or 6) or PPsh and SVTs (3+3).
For more about this once more here
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Get them all smgs them haha.
Posts: 2636 | Subs: 17
Posts: 2636 | Subs: 17
I think he means that it would be better if "sweet spot" distance in fight between unit X and unit Y wouldn't be at point blank range for unit X and as far as you can for unit Y, but somwhere in between, like it was at range 25 for cons vs grens.
Posts: 2885
As far as I can tell, for every pair of units in the game, the sweet spot is always at the extremes. I can't think of any exception where this rule doesn't apply. Heavy sappers, maybe?
Obviously, for the unit that has to go up close to win, actually moving all the way to point-blank range ends up hurting you, because you lose DPS due to moving, and you are potentially losing cover.
This is why for close-range units like Panzergrenadiers, that can actually DPS until far enough, often the best strategy is to sit at mid-range. That's because you still win, and there's potentially more cover for you to choose from.
Posts: 13496 | Subs: 1
As far as I can tell, for every pair of units in the game, the sweet spot is always at the extremes. I can't think of any exception where this rule doesn't apply.
Obviously, for the unit that has to go up close to win, actually moving all the way to point-blank range ends up hurting you, because you lose DPS due to moving, and you are potentially losing cover.
This is why for close-range units like Panzergrenadiers, that can actually DPS until far enough, often the best strategy is to sit at mid-range. That's because you still win, and there's potentially more cover for you to choose from.
Posts: 2885
You can only see that by doing a DPS ratio curve between the 2 units.
For instance its highly probable that:
Thompson Rangers/Assault grenadier, optimum range (for ranger) is around 15 drops around 10 and then slightly increases close to 0.
Thompson Rangers/Grenadiers, optimum range around 10-15 and the drops around 0.
Posts: 13496 | Subs: 1
Showing both curves is not enough. To get the optimal fighting range curve of both units you have to divide effective hp of squad A by the dps curve of squad B and the other way round. Then you have to plot both hp/dps curves or their difference.
Posts: 2636 | Subs: 17
This is not entirely true, for example the sweet spot for fighting against shock troops with either long range unit like grens or mid range unit like pgrens is around range 17 becouse this is where shocks stop to deal any statistically important damage. At the same time both grens and pgrens deal more damage at range of 17 than at extremes of 0 and 35. So in fact it is not in extreme but exactly in the middle.
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The optimal range to fight vs Shocks is always max range. I would never abandon my 35 range to get closer to Shocks to deal any damage. Let THEM close the distance.
My point, however, is that for every unit engagement there is a specific range from which unit A wins if the fighting happens below that range, and unit B wins if the fighting happens after that range.
What Vipper is asking for is designate a range segment (e.g., 10-25) within which Conscripts will win, and outside which Grenadiers will win.
That's never going to work well though. Cons will get bled closing in from 35 to 25. Then, Grenadiers will relocate from 25 to 10, and now Conscripts will start losing again.
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Not exactly what I suggested.
Grenadier win from 35-25
Conscripts win from 20-15
Grenadier win or about the same from 5-0
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Who wins at ranges 5-15?
With this arangements Grenadiers have the upper hand for the duration of the game:
- Conscripts will always get bled while closing in
- Grenadiers will always have the option of retreating after bleeding Conscripts
- Grenadiers will always also have the option of closing in and finishing the Conscripts
Close range units are usually given the benefit of having higher lethality, due to the potential for them bleeding while closing in.
By making Grenadier close-range output better than conscript close-range output (since conscripts are durable), you've created a super-soldier squad that can both A-move to win engagements, and can also gun down enemies super fast at close range.
Posts: 2742
As far as I can tell, for every pair of units in the game, the sweet spot is always at the extremes. I can't think of any exception where this rule doesn't apply. Heavy sappers, maybe?
Obviously, for the unit that has to go up close to win, actually moving all the way to point-blank range ends up hurting you, because you lose DPS due to moving, and you are potentially losing cover.
This is why for close-range units like Panzergrenadiers, that can actually DPS until far enough, often the best strategy is to sit at mid-range. That's because you still win, and there's potentially more cover for you to choose from.
Posts: 13496 | Subs: 1
....
By making Grenadier close-range output better than conscript close-range output (since conscripts are durable), you've created a super-soldier squad that can both A-move to win engagements, and can also gun down enemies super fast at close range.
Posts: 13496 | Subs: 1
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