I don't see how this contradicts anything I've said.
My apologies then, I understood that you claimed that DPS at range 10 remained relevantly the same.
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I don't see how this contradicts anything I've said.
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This on the other hand is just silly, you've massively buffed conscripts at 10 and below, yet you say you've done the opposite. Which is it?
EDIT: Here's a 10 hours in mspaint graph of what the conscript dps change actual does (with nagants). Lower blue line is old and upper one is new, and red dotted line is likewise while moving.
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The idea was to give Conscripts a slight boost at the 10-25 range. However, if your graph is accurate, then our numbers are wrong, and we should adjust them.
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Changing near range to anything above 0 will result in a flat curve from 0 until that range.
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Changing near range to anything above 0 will result in a flat curve from 0 until that range.
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Yeah, but accuracy was also adjusted. We always meant to buff accuracy at close range by a small amount (iirc 5%) to allow the relative Kar98 and Mosin DPS curves to finally make sense when you compare the one relative to another.
PS: What I am disputing is the relative difference in DPS at range 10, not the fact that the DPS remains flat between ranges 0 and 10. The figure looks misleading (though I understand it's meant to show the shape, rather than precise values).
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You're only adjusting for accuracy, but your near range change is also improving conscript aim time and cooldown times.
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Yeah, but accuracy was also adjusted. We always meant to buff accuracy at close range by a small amount (iirc 5%) to allow the relative Kar98 and Mosin DPS curves to finally make sense when you compare the one relative to another.
The original intended values for Conscripts, that we had been testing for months were:
- Damage from 16 to 10
- Accuracy changed from 0.541/0.495/0.334 to 0.9086803/0.7918258/0.6678531
However that made Conscripts look silly since they would always hit. It would also cause issues where vetted conscripts wouldn't do so well vs unvetted infantry (due to accuracy capping).
When I transposed the values from a 10-damage mosin to a 12-damage model, I saw that vetted G43 grenadiers were getting murdered at all ranges by vetted Conscripts. Therefore, I thought it was wise to limit 0-10 damage. If you transpose revamp stats to patch stats, relative DPS at ranges 0-10 is lower than Revamp stats.
PS: What I am disputing is the relative difference in DPS at range 10, not the fact that the DPS remains flat between ranges 0 and 10. The figure looks misleading (though I understand it's meant to show the shape, rather than precise values).
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Why not leave the DPS largely the same (very small consistency boost) but make Cons build faster, with cheaper reinforce at vet 3 while keeping the faster molo throw and at/molo package?
This way you wont disturb the rather good balance between gren and con... its not like Soviets dont have many other options...
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One could start by changing size to 1 and making merge more appealing.
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Why not leave the DPS largely the same (very small consistency boost) but make Cons build faster, with cheaper reinforce at vet 3 while keeping the faster molo throw and at/molo package?
This way you wont disturb the rather good balance between gren and con... its not like Soviets dont have many other options...
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You can't really buy Conscripts back in the lategame if you lose them. They don't have upgrades to buy from Vet0, and they will still bleed a ton until they get to Vet3.
Apart from the DPS curve debacle that Cruzz pointed out, the major wins for conscripts in this patch is that they won't get completely bled dry at max range, and that they will hit harder at approaching troops, making them more valuable as a late-game defense unit.
The consistency gains will also make it so that replacement conscripts in the late-game will be able to stick out behind sandbags and do something.
The counter-problem is that they have way too much RA currently at Vet3, and you can't really gun down ppsh conscripts while they rush you. That's also fixed by shifting Conscript veterancy more into accuracy than received accuracy.
With the changes, vetted Conscripts become on-par with vetted upgraded infantry, and there's always a range where each squad can outbleed the other. Conscripts have the disadvantage that they don't have unique abilities that can cause wipes and so on; but they will be good attrition infantry.
After we've fixed the DPS curve for Conscripts, the only fix we'll have to do is adjust where the mid-range should be. (i.e., at what range should the enagagement flip from Conscripts losing to Conscripts winning)/
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Which is exactly the same about grenadiers.
Unfortunately I have to comment
The changes made make the DPS curve linear which is bad because it reduces the effects of "relative positioning"
Since Soviet tech is versatile and not high why should vetted Conscripts be on-par with "vetted upgraded infantry" which are more expensive ( weapon upgrade) and have more cost tech.
conscripts should have to pay similar tech->global upgrades, which could also solve the problem of replacing conscripts.
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You can't really buy Conscripts back in the lategame if you lose them. They don't have upgrades to buy from Vet0, and they will still bleed a ton until they get to Vet3.
Apart from the DPS curve debacle that Cruzz pointed out, the major wins for conscripts in this patch is that they won't get completely bled dry at max range, and that they will hit harder at approaching troops, making them more valuable as a late-game defense unit.
The consistency gains will also make it so that replacement conscripts in the late-game will be able to stick out behind sandbags and do something.
The counter-problem is that they have way too much RA currently at Vet3, and you can't really gun down ppsh conscripts while they rush you. That's also fixed by shifting Conscript veterancy more into accuracy than received accuracy.
With the changes, vetted Conscripts become on-par with vetted upgraded infantry, and there's always a range where each squad can outbleed the other. Conscripts have the disadvantage that they don't have unique abilities that can cause wipes and so on; but they will be good attrition infantry.
After we've fixed the DPS curve for Conscripts, the only fix we'll have to do is adjust where the mid-range should be. (i.e., at what range should the enagagement flip from Conscripts losing to Conscripts winning)/
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No it's not. LMG42 still deals a respectable amount of damage. Also, rifle grenade still deals the same damage at Vet0 as it does at Vet3. Conscripts don't even have a grenade that can cause wipes.
All of you deserve credit for bringing this to light.
Linear DPS isn't a problem per se for relative positioning. In fact even flat DPS isn't a problem per se.
Fallschirmjagers have a very flat DPS curve. However, you'd never want to use them to fight Tommies at max range, and you'd never want them to fight Shocks at close range.
Problems with relative positioning only start occuring when DPS curves of opposing units become identical. That's because it takes two to tango.
I have no knowledge about CoH2 prehistory. However, my best guess from the changelog archives is that they used to have identical curves for all rifle weapons, which made relative positioning pointless.
That's because upgraded infantry pay the munitions costs once during the lifetime of the game and they get good mileage out of their weapons. Conscripts trickle munitions off steadily throughout the game. Our goal is to have both types of performance enhancements (upgrades and temporary buffs) on par with each other.
Conscripts are an important part of the patch, but they're far from being the only focus.
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For all this balancing around dps, I'd love to know how field presence and capping power are being quantified.
Because, you know, coh2 is a game of holding territory.
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