MG performance test
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Posts: 4474
It's good that you make efforts and did test, it give more power to your judgements. But maybe to prove that topicstarter is wrong, should repeat his test and find possible mistakes (if you have doubts in his results)? And show your results with digits?well testing squad at more than 13 meter is useless for all mg apart from maxim, that has 15 radius
i used 3 squad all 10 meter from each other to show that yes they do suppress in an area, all mg do
i don't know how much distance he put between squads so i can't copy his test
Posts: 711
well testing squad at more than 13 meter is useless for all mg apart from maxim, that has 15 radius
i used 3 squad all 10 meter from each other to show that yes they do suppress in an area, all mg do
i don't know how much distance he put between squads so i can't copy his test
@Blob counter test:
Allies MGs will try to counter a 4 VGs blob charging for three times,
Axis MGs will try to counter a group of 3 Cons along with 1 Rifleman squad charging for three times.
See if the MG will be able to stop the blob before being wiped out entirely.@
You can use the same conditions, but change distance between squads or change start place of blob, from far to closer to mg, if you want.
@Suppression test:
All MGs will try to suppress a line of 5 VG squads in a group of three tests.
VGs were located and determined as: Center squad, two Nearby Center squads, and two Further away squads. The MGs will only shoot at the center squad.
Two Nearby Center squads, and two Further away squads will only receive suppression due to AOE.@
The same. Each mg make 3 tests. You can or clump all together in one big blob, or make them on equal distance from each other. MG shoot to central squad.
Question is what you want to prove, where topicstarter was wrong. Maybe you have doubts in blob results. Or AOE suppression results.
Like: "My results with the same test were...distance between squads was...all squads were at..distance from HMG."
Posts: 159
and tested vicker it suppresses just fine
same as mg 42
did u really test in the same situations ?
vicker >
mg 42 >
same for dskh even tho it has lower AOE radius
Here just redid the test
DshK
after center suppressed.
after center pined.
Posts: 159
even more test all equal distance form each infantry squad of 10
OP did u really do the test fairly ?
mg 34
vicker
cal 50
u can see they all suppress nearby squad thanks to the suppression indicator
all have equal distance of 10 from each squad
Vickers
After center squad suppress
After center squad pined
Mg42
After Center squad pined
Also, I am using cheat tool version 1, not the second version.
Also, for the gunner changing test, It is hard to determine just by using pictures, however, regardless of how I was trying to repeat the test. Mg42 gunners seemed to receive almost no damage just by viewing the health bar, yet the 50.cal did.
I can only make the following hypothesis for this situation:
1. The 4 VG squads seem to put out more long-range damage than its counterpart even if they are suppressed.
2. Since 4 VGs squads are not as crowded as the allies testing subjects, they may keep in normal fight strength for longer.
Posts: 3423 | Subs: 1
No, I am still finding that map. If you could, please leave me a link, that will be hugely appreciated.
Not sure if you found it yet, but here it is!
https://steamcommunity.com/sharedfiles/filedetails/?id=703184792&searchtext=Range+test
Posts: 4474
Vickers
After center squad suppress
After center squad pined
Mg42
After Center squad pined
Also, I am using cheat tool version 1, not the second version.
on my test u can literally see the suppression value going up , maybe cheat mod 1 is bugged ?
Posts: 159
Not sure if you found it yet, but here it is!
https://steamcommunity.com/sharedfiles/filedetails/?id=703184792&searchtext=Range+test
Thanks, this is gonna be very helpful for the future testing.
Posts: 159
on my test u can literally see the suppression value going up , maybe cheat mod 1 is bugged ?
Possibly, however, regardless of what happened in my or your test, in my personal opinion, only for the Vickers, it is inferior compared to Mg42, which it should be considering Brits has better mainline infantries.
Also, I have posted my hypothesis about what happened to the changing gunner stuff. Please read it under the vickers and mg42 picture post.
Posts: 4474
well yes the vicker is slower in AOE suppression, but single squad thanks to the recent buff it suppresses at the same time as an mg 42
Possibly, however, regardless of what happened in my or your test, in my personal opinion, only for the Vickers, it is inferior compared to Mg42, which it should be considering Brits has better mainline infantries.
Also, I have posted my hypothesis about what happened to the changing gunner stuff. Please read it under the vickers and mg42 picture post.
Posts: 159
well yes the vicker is slower in AOE suppression, but single squad thanks to the recent buff it suppresses at the same time as an mg 42
which is pretended in my test under the suppression test. Vickers should leave as what it is with probably a few very minor changes in the future if the German mainline infantries receive any buff.
Posts: 4474
well yes
which is pretended in my test under the suppression test. Vickers should leave as what it is with probably a few very minor changes in the future if the German mainline infantries receive any buff.
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Posts: 5279
I ma under the impression that the gunner has lower priority over other members so he is not being shot at if they are other members of the crew in range.[/quote believe that is so as well. It was an early run at reducing the death loop frequency. Great change imo
Posts: 711
I ma under the impression that the gunner has lower priority over other members so he is not being shot at if they are other members of the crew in range.
IRC it was made long time ago, to prevent situation where gunners will be killed one by one. Especially by snipers. I remember that old snipers always shoots to gunner, that if you have enough micro you could use time while new gunner go to weapon, to push and kill MG.
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keep also in mind that the 0.50 gets 1.1x suppression at vet 1 and goes up to 0.000594
Posts: 5279
IRC it was made long time ago, to prevent situation where gunners will be killed one by one. Especially by snipers. I remember that old snipers always shoots to gunner, that if you have enough micro you could use time while new gunner go to weapon, to push and kill MG.
To be fair that sounds like a completely valid and fair tactic...
Posts: 13496 | Subs: 1
Not if it prevent you from retreating...
To be fair that sounds like a completely valid and fair tactic...
Posts: 711
To be fair that sounds like a completely valid and fair tactic...
Yes, but it also make snipers very, very stronger than now. Some players even go to 3-4 snipers. In 2vs2 it was cancer. And also imagine cons under hoora, when gunner is dead? While grens didn't have such option. But in the other side, ost sniper initiate deathloop on maxim with this.
Today if you want make this trick you should move circle of fire so, that only gunner was inside.
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