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October 8th Changelog

10 Oct 2013, 09:13 AM
#41
avatar of Abdul

Posts: 896

jump backJump back to quoted post8 Oct 2013, 20:33 PMakula
Updates October 9th, 2013

Small Arms Weapon Profiles

Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Generally speaking, each weapon will have the same DPS as it did prior to the change. However, the LMG42 did see a reduction to its theoretical DPS output as well as its long range DPS output to compensate for its incremental value over time.



If I understand correctly small arms weapons have been changed to score more hits but with less damage. In total that would give the same damage output over the same time, but in a more predictable way, so that one shot doesn't kill a solider, hence overkill.

Is that right?
10 Oct 2013, 11:15 AM
#42
avatar of tuvok
Benefactor 115

Posts: 786

jump backJump back to quoted post10 Oct 2013, 09:13 AMAbdul
so that one shot doesn't kill a solider, hence overkill.

overkill=wasting a lot of damage on a unit that only needed a little to be killed
10 Oct 2013, 12:07 PM
#43
avatar of bogeuh

Posts: 89

except it isn't really much overkill

for guards it goes something like this: dmg from 4.8 to 4 and accuracy from 50 to 60%
makes it seem for 80 hp target

you needed 34 shots, now you need 33

10 Oct 2013, 12:47 PM
#44
avatar of sluzbenik

Posts: 879

I must say having just played one game, the AT Gun buff is huge. I'm actually hitting stuff with the first shot now. So refreshing.

I'm excepecting a much more infantry-centric game to reassert itself, which should be fun. I will go out on a limb here and say that T1+T2 (AT guns + snipers) may actually turn out to be a winning strategy on the Soviet side in a month or so...


10 Oct 2013, 14:12 PM
#45
avatar of Blovski

Posts: 480

jump backJump back to quoted post10 Oct 2013, 12:07 PMbogeuh
except it isn't really much overkill

for guards it goes something like this: dmg from 4.8 to 4 and accuracy from 50 to 60%
makes it seem for 80 hp target

you needed 34 shots, now you need 33



But the readjustment to lower damage/higher accuracy also seems likely to make damage feel a bit more consistent rather than bursty, which sounds like a good thing to me.
4 of 4 Relic postsRelic 10 Oct 2013, 16:42 PM
#46
avatar of pqumsieh
Developer Relic Badge

Posts: 267 | Subs: 8

80/4.8 = 16.66 vs. 80/4 = 20

Not sure where you got 34 and 33 from...
10 Oct 2013, 17:37 PM
#47
avatar of wooof

Posts: 950 | Subs: 1

80/4.8 = 16.66 vs. 80/4 = 20

Not sure where you got 34 and 33 from...


seems like he factored in accuracy then rounded one up and rounded the other down? (with accuracy, both result in 33.33)


but to expand on what pqumsieh said, it now takes guards exactly 20 hits to kill an entity. before it took 16 + 2/3 of a shot. 1/3 of that 17th shot was wasted. that is overkill. the only small arms weapons that still have overkill are the german base bunker, weapon crews (mp40s and mosins), pgren g43 and flamethrowers. i wonder if theyll change flamethrowers though, because accuracy is already 100% so they cant compensate for an adjustment in damage.
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