setting the fire aim and ready aim time to 2 seconds did the trick in my setup, which used a base acc of 1 and moving acc of 0, together with absurdly high scatter angle to quickly distinguish scatter shots from natural (accuracy based) hits.
Oh, very cool. Thanks for doing that. The scatter change is nice idea for testing. I'll record some testing of vanilla rules to help provide a baseline.
This has always felt like a distinct problem with the Jagdpanzer IV, and after seeing it a few times in streams recently it has been on my mind again.
When tank destroyers (TDs) rotate to target an enemy tank they have a tendency to shoot before they have finished turning. This seems to coincide with a high miss rate that makes it look like they must have a moving penalty being applied that a stationary turreted tank would not have.
I did some tests in CheatMod with an SU85 and JPIV. I always had the bias that the JPIV was far more heavily affected by this issue, but surprisingly it seemed pretty even from an anecdotal perspective. Both tanks distinctly shoot before they finish rotating and often miss.
I'm curious as to whether increasing general TD aim time by 300 milliseconds or so (and reducing cooldown/reload time accordingly) would help to resolve this issue and allow TDs to perform more consistently in their role.
If the enemy tank was close enough to make the TD keep rotating, the moving penalty would probably still appropriately apply.
Anyone with modding knowledge able to comment on whether or not this makes any sense?
Edit
And the results are in:
Recordings of the experiments in case you want to see it yourself or recreate methodology (I recommend 2x speed )
not sure if it is just the ui indicator that is bugged...
Nope, it's real green cover. I did some messing around in CheatMod a year ago to experiment with various aspects of cover and you can see this issue in effect here:
(skip to 1:52)
I'm pretty sure this bug started when they increased the amount of spots around cover to resolve the major problem of squads always getting suppressed because there was never enough space for the last man. So it's annoying, but far less game breaking than the previous alternative.
Probably too late for something like this to help, but make sure the fans in your computer and on your GPU aren't blocked up with dust. Overheating could potentially be a factor.
I strongly recommend making sure you have the latest official drivers for your network adapter. Windows 10 generic drivers can have all sorts of weird bugs. You can find the details of what network adapter you have in Device Manager if you want some help locating the best drivers.
Another possibility is that your ISP has some poor international routing (sometimes they switch to low cost routes outside of peak hours). A VPN free trial may help your traffic travel via a different route and tell if the issue is with your ISP rather than your router. This is particularly relevant right now given the heavy loads that many Internet providers are currently under.
Failing all of that, what make and model are your routers?
Ok, you may have a firewall/port forwarding issue. It's possible COH2 uses different ports to COH1. It seems odd to have any problem, but some routers have lots of extra features that may be causing issues.
I would suggest logging into your router and seeing what options it has for blocking/forward traffic.
I've been surprised at how often I've seen the command panther in 2v2 lately. Maybe the flares have something to do with it? Good for teamwork. STG obers are probably somewhat popular now as well.
A bit offtopic, but I truly hate flare abilities that have no counter-play. They should really be deployed by a unit on the field that actually has to get close to the target, like with the Soviets. Failing that, they could maybe just increase vision of actual units in the area of effect rather than grant magic vision for rocket arty.