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russian armor

Some stats

23 Feb 2019, 18:01 PM
#1
avatar of Luciano

Posts: 712

Ill be putting some stats here for my use and for everyone else. Ask for stats if you want. Please tell me if something is wrong. Images and stuff taken from usf unit guide (23/02/2019). I want to thank Cruzz for his patiance and for explaining everything to me

24/02/19
24/02/19

OKW

Elite Armor Doctrine



Armored scout car sdkfz 221/223 (available from the Command HQ after an SWS halftrack has been built)

Cost: 220 manpower, 15 fuel

Popcap: 4

Build time: 40 seconds

Hitpoints: 240 (260 at veterancy 3, 320 when upgraded with radio package and 340 with the radio package and veterancy 3)

Target size: 18 (16 at veterancy 1, 12 at veterancy 4 when lockdown)

Frontal/rear armor: 5.4/4 (10.4/9 when upgraded with the radio package)

Sight: 50 (65 at veterancy 2)

Ac/deceleration: 2.4/5.3 (2,88/6,36 at veterancy 3)

Rotation speed: 50 (60 at veterancy 3)

Speed: 7.2 (8,64 at veterancy 3)

Weapons

MG34 pintle machine gun

Damage: 4

Range: 35

Accuracy (half on the move):

Far: 0.25 (0,275 at veterancy 1, 0,3575 at veterancy 2)

Mid: 0.425 (0,4675 at veterancy 1, 0,60775 at veterancy 2)

Near: 0.6 (0,66 at veterancy 1, 0,858 at veterancy 2)

Penetration:

Far: 1

Mid: 1.1

Near: 1.2

Veterancy

1. Required xp: 720

Unlocks defensive smoke

Weapon accuracy bonus: 1.1

Received accuracy bonus: 0.889

2. Required xp: 1440

Sight radius bonus: 1.3

Weapon accuracy bonus: 1.3

3. Required xp : 2880

Health bonus: 20

Rotation speed bonus: 1.2

Max speed bonus: 1.2

Ac/deceleration bonus: 1.2

4. Required xp: 3850

Received accuracy bonus when the 223 is in lockdown: 0.75

5. Required xp: 4750

Unlocks riegel mines, same mines as the 251 halftack

Abilities

Defensive smoke (unlocked at veterancy 1)

Cost: 30 munitions

Duration: 8 seconds

Recharge time: 38 seconds

223 radio set upgrade

Cost: 100 manpower, 15 fuel

Research time: 25 seconds

Extended sight: can detect enemy vehicles in fog of war in a range of 85

Extra armor bonus: 5

Extra health bonus: 80

Medpack drop

Cost: 15 munitions

Regenerates health at a rate of 0.25 for 30 seconds in a radius of 10

223 lockdown mode (unlocked after radio set upgrade

Received accuracy bonus at veterancy 4: 0.75

Extra fuel/ammo income when lockdown on a resource strategic point: 0.00625/0.01041667 per second

Extra fuel when lockdown on a fuel point: 0.01458333 per second

Extra ammo when lockdown on a ammo point: 0.02291667 per second

Riegel mine 43 (anti tank mine, unlocked after veterancy 5)

Damage: 320

Cost: 50 munitions

Lay down time: 6 seconds

Armor: 35

Hitpoints: 20

Critical: disables vehicle movement

Overwatch



Early Warning Systems

Goliath (buildable at any tier structure)



Command points required: 1

Cost: 100 munitions

Popcap: 0

Buildtime: 20 seconds

Hitpoints: 120

Target size: 3

Armor: 0

Sight: 35

Speed: 4

Ac/deceleration: 6/6

Rotation rate: 30

Damage: 200 (if detonated through the ability it will cause 400 damage, its like it exploded twice)

Damage to british emplacements and bridges: 1000

(It deals deflection damage but since it has 1000 penetration I wont put them in here)

Radius: 8

Abilities:

Detonate: will cause the vehicle to explode dealing 400 damage

Camouflage (when in cover only)

USF

Recon Support Company



I&R Pathfinders (call in unit)



Command points needed: 0

Cooldown at commander selection: 50 seconds

Cooldown to call in another squad: 100 seconds

Cost: 290 manpower

Popcap: 6

Size of the squad: 4 I&R pathfinders

Hitpoints: 80

Target size: 1 (0.71 at veterancy 2)

Reinforcement cost per man: 30 manpower

Sight: 50 (55 at veterancy 1)

Weapon slots to pick up: 2

Weapons

M1A1 paratrooper carbine (3 on the squad)

Damage: 10

Range: 35 (40 at vet 3)

Accuracy (half on the move):

Far: 0.403 (0,4836 at veterancy 3)

Mid: 0.518 (0,6216 at veterancy 3)

Near: 0.805 (0,966 at veterancy 3)

Penetration:

Far: 1

Mid: 1

Near: 1

Scoped pathfinder m1 garand (1 on the squad)

Damage: 16

Range: 35 (40 at veterancy 3)

Accuracy (half on the move):

Far: 0.92 (1,104 at veterancy 3)

Mid: 0.575 (0,69 at veterancy 3)

Near: 0.345 (0,414 at veterancy 3)

Penetration:

Far: 1

Mid: 1

Near: 1

Critical: sniped soldier will kill instantly a soldier that has 0.4 hitpoints. For example: if a grenadier soldier has 80 hitpoints, it will get killed by 1 shot if it has 32 hitpoints.

Veterancy:

1. Required xp: 340

Extra sight: 5

2. Required xp: 680

Received accuracy bonus (how hard is to hit the target): 0.71

Weapon cooldown bonus: 0.8

Extra range for support artillery and its decoy: 1.33

3. Required xp: 1360

Weapon accuracy bonus: 1.2

Weapon range bonus: 5

Abilities:

Camouflage (gets improved at veterancy 3)

Beacon

Hitpoints: 120

Target size: 26

Construction time: 6 seconds

Cooldown time to place another one: 15 seconds

Cost: free

Camouflage

Can reinforce paratroopers (range: 35)

Shows enemy units in fog of war (range: 35)

Support artillery (155 mm artillery):

Cost: 140 munitions

Number of salvos: 9

Damage: 120

Range: 35 (45 at veterancy 2)

Cooldown time: 60 seconds

Criticals (33% chance of them happening, only 1 of them will occur per shell):

Vehicle engine damage:

Speed reduced by: 0.4

Rotation speed reduced by: 0.6

Vehicle crew shock:

Disables all weapons for 5 seconds

Disables rotation and movement for 5 seconds

Support artillery decoy:

Cost: 20 munitions

Range: 35 (45 at veterancy 2)

Cooldown: 90 seconds
23 Feb 2019, 20:16 PM
#2
avatar of Vipper

Posts: 13496 | Subs: 1

the barrage has a chance to stun vehicles and cause engine damage.
23 Feb 2019, 20:32 PM
#3
avatar of Luciano

Posts: 712

jump backJump back to quoted post23 Feb 2019, 20:16 PMVipper
the barrage has a chance to stun vehicles and cause engine damage.


Ill add it when I get home, next one will be 221/223 :thumb:
23 Feb 2019, 20:37 PM
#4
avatar of Sander93

Posts: 3166 | Subs: 6

Wouldn't it be better to display DPS rather than damage and accuracy? Those stats basically mean nothing without the rate of fire and cooldown/reload stats.

Rest of it looks good!
23 Feb 2019, 20:39 PM
#5
avatar of Luciano

Posts: 712

Wouldn't it be better to display DPS rather than damage and accuracy? Those stats basically mean nothing without the rate of fire and cooldown/reload stats.

Rest of it looks good!


I didnt post them because its really hard to tell the difference between small fire arms rate of fire, at least for me, but ill add them too if people want it
24 Feb 2019, 03:31 AM
#6
avatar of KoRneY

Posts: 682

ty for doing something like this.
24 Feb 2019, 22:07 PM
#7
avatar of Luciano

Posts: 712

221/223 added, added criticals for 155 mm artillery, added some extra stuff
25 Feb 2019, 15:15 PM
#8
avatar of Luciano

Posts: 712

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