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CoH 2 DPS Spreadsheet

28 Aug 2013, 08:10 AM
#21
avatar of Mauser

Posts: 255

jump backJump back to quoted post28 Aug 2013, 08:08 AMEndeav


The vehicle page does list unit hp/armor, however it doesn't currently list costs, I'll get around to that today probably.


Cool! Link pls?

(https://docs.google.com/spreadsheet/ccc?key=0ApmrrrPr20ncdEpuSHcxNko1VGVFYjczYXpFZWhqOHc#gid=0 only has infantry from what i can see?)
28 Aug 2013, 08:12 AM
#22
avatar of Mauser

Posts: 255

Oh my bad, i see you can switch to the vehicles tab in the spreadsheet :D

Your efforts just went up with 1000000 respekt points!
30 Aug 2013, 02:44 AM
#23
avatar of Adamantawesome

Posts: 85

Hey, is it ok that I link this DPS spreadsheet on here: www.companyofheroes2.wikia.com

I linked this actual thread, so I suppose I am giving credit?
30 Aug 2013, 05:19 AM
#24
avatar of gunther09
Donator 22

Posts: 538

nice!
31 Aug 2013, 20:55 PM
#25
avatar of Baroof

Posts: 21

fantastic spreadsheet thanks !
31 Aug 2013, 21:50 PM
#26
avatar of wooof

Posts: 950 | Subs: 1

im glad people are finding this information useful. like endeav said, we could use some feedback on this sheet. its difficult to know how easy these tables are to interpret when we wrote them. they obviously make sense to us and we know where to find everything, but itd be nice to know if other people think theyre confusing or hard to understand.

as for the error on the vehicle tabs, i fixed all of those. they provide much more accurate numbers now. other recent changes include costs, AOE and scatter have been added for vehicles, mg42 incendiary rounds were added to the small arms and AT tabs, two new tabs have been added for infantry and vehicle crits, a new tab for suppression has been added, and the mortar/grenade tab has been expanded with more stats (such as throw times and detonation times)and now also includes off map call ins.

were still working on including tabs that will incorporate veterancy into the stats somehow and also add more stats for infantry like cost and armor.

those are all the changes and things were working on that i can think of for now. let us know if you can think of anything else that might be useful.


Hey, is it ok that I link this DPS spreadsheet on here: www.companyofheroes2.wikia.com

I linked this actual thread, so I suppose I am giving credit?


i guess since youre linking the thread, that is sufficient credit. though if you were to link directly to the sheet, credit to the four of us in some form would be nice.
14 Sep 2013, 05:10 AM
#27
avatar of wooof

Posts: 950 | Subs: 1

theres obviously been a lot of talk comparing the mg42 and maxim lately. one question that some people like to ask is "what does the mg42 get to balance the fact that maxim now has such good suppression and survivabiltiy?" the answer is damage. it was brought to my attention that my old dps numbers were incorrect for the mg42 though. the reason for this is incremental accuracy. this means the mg42 gets an accuracy bonus for each entity within its search radius. this increases the mg42s dps substantially, although it caps once accuracy reaches 100%. maxim does not have incremental accuracy, so its dps numbers have not changed.

ive added a new tab on the spreadsheet for incremental accuracy. the only other weapons that have this are tank pintle,hull and coaxial mgs. theyre included as well.

for comparison, i chose to compare the mg42 firing at 1 squad of 6 men.

MG42 DPS vs 6 entities:
near: 48.57 mid: 26.62 far 4.67

Maxim DPS vs any number of entities
near: 24.18 mid: 15.08 far 5.99


as usual, endeav contributed nothing to this. he was too busy eating noodles and hanging out with his cat.
14 Sep 2013, 10:03 AM
#28
avatar of alexshiro

Posts: 62

How many dudes does it take to reach 100%? Would the numbers be the same if it was 2 squads of 3 men?
14 Sep 2013, 10:22 AM
#29
avatar of wooof

Posts: 950 | Subs: 1

How many dudes does it take to reach 100%? Would the numbers be the same if it was 2 squads of 3 men?


well that depends what range youre talking about. at 0-10m it would only take 7 men. at max range it would be 24 men i think. and yes this all has nothing to do with squads and squad size. only the number of entities in the search radius matters. the dps with 100% accuracy is 49.85
17 Sep 2013, 08:03 AM
#30
avatar of BabaRoga

Posts: 829

:thumbsup:PIN PIN PIN PIN
17 Sep 2013, 08:52 AM
#31
avatar of bogeuh

Posts: 89

i have a question about range

how big is 10 or 50? on a map how could i identify distance, am i above or below the near range of 10

sniper target circle has a radius of 50 ?

the size of the capture zones is that a radius of 10?
17 Sep 2013, 09:00 AM
#32
avatar of rofltehcat

Posts: 604

Yes, 50 is a sniper's sight/shooting range. Most normal units have a sight range of 35 and Molotovs have a range of 15 and Panzerfaust a range of 20. Those are probably the most common ones you see, maybe you can look at it and get a feeling for the 10.

Satchel Charges (from Penal Battalions) also have 10 range.
17 Sep 2013, 09:11 AM
#33
avatar of bogeuh

Posts: 89

Yes, 50 is a sniper's sight/shooting range. Most normal units have a sight range of 35 and Molotovs have a range of 15 and Panzerfaust a range of 20. Those are probably the most common ones you see, maybe you can look at it and get a feeling for the 10.

Satchel Charges (from Penal Battalions) also have 10 range.


ah i should look close at molotovs
when throwing you see 2 circles, that would be min and max distance

so the outer circle would be the maximum distance (=15)? and the inner circle is 5?
17 Sep 2013, 09:20 AM
#34
avatar of LeiwoUnion

Posts: 172

Do other weapons than MG42 have accuracy increment?
17 Sep 2013, 09:39 AM
#35
avatar of cr4wler

Posts: 1164

Do other weapons than MG42 have accuracy increment?


not coh2 info, but in vcoh all burst weapons had incremental accuracy. that was why jeeps/bikes were only fully effective vs. snipers, because their incremental accuracy was below one (meaning they lost accuracy the more members the squad they were firing at had).

as for your question: i'd assume that, like in vcoh, all burst weapons have incremental accuracy. i can look it up when i get back from work.
17 Sep 2013, 09:50 AM
#36
avatar of LeiwoUnion

Posts: 172

jump backJump back to quoted post17 Sep 2013, 09:39 AMcr4wler


not coh2 info, but in vcoh all burst weapons had incremental accuracy. that was why jeeps/bikes were only fully effective vs. snipers, because their incremental accuracy was below one (meaning they lost accuracy the more members the squad they were firing at had).

as for your question: i'd assume that, like in vcoh, all burst weapons have incremental accuracy. i can look it up when i get back from work.

I know pretty much everything about coh, but sadly not (yet) much about coh2, that's why I asked. As previously mentioned Maxim (which is as much of a burst weapon as it can be) doesn't have an accuracy increment, so this left me wondering. Anyway thanks for your trouble, cr4wler.
17 Sep 2013, 10:20 AM
#37
avatar of Endeav

Posts: 170

Mg42 and german vehicle machine guns have incremental accuracy. Woof should be more up to date as to which weapons gave incremental accuracy.
17 Sep 2013, 14:51 PM
#38
avatar of TensaiOni

Posts: 198

By the way - your DPS values for weapons at ranges between close and max are most likely slightly off.

For example, if you compare conscript's Mosin-Nagant rifles from your spreadsheets to what pqumsieh wrote long time ago, your values are too high.

From pqumsieh:
Mosin does the following DPS: 2.54 at 0m, 2.54 at 10m, 1.46 at 20m, and 0.86 at 30m


Your values are: 2.54 at 0m/10m, 1.78 at 20m, 1.02 at 30m
17 Sep 2013, 15:08 PM
#39
avatar of Endeav

Posts: 170

Milkacow did the dps at ranges tables, I'll take it up with him. Iirc the dps listed under the weapon tables themselves are correct unless Wooof messed with them recently.
17 Sep 2013, 23:34 PM
#40
avatar of MilkaCow

Posts: 577

It's known, I'll fix it tomorrow I think. It's just a really minor change in the way the interpolation is done. I assumed it to be a continuous function, but there is actually a major jump at the DPS from range 10 to 11.
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