I'll reactivate this since I have a question that is not really worth opening a separate thread for, especially since there is a lot of discussion going on at the moment.
I am trying to recalculate the DPS of infantry. I have used the formula that is posted somewhere here as well as in Vipper's DPS guide from 2016 (see spoiler)
For the K98 of vet0 Grenadiers, Serealia gives a reference of 5,988 DPS at range 0.
When I calculate it however, I can't reproduce this.
For total damage, I use the following stats (see spoiler, all stats taken from Serealia; if there is only a range of values given I use the mean of the borders of the interval) and get to a value of 77,792 damage for a full cycle.
For the time needed for this full cycle, I get 12,1725 seconds using the values below. This overall brings me to a DPS of 6,39 which is almost 7% off the value given in Serealia.
At range 35 I get a value of 2,28 which is fairly close to 2,263 given in Serealia using the same formula.
Now, one oddity that I can't check at the moment is that Grens have a MIN of 5 and MAX of 6 for the reload frequency. From my understanding this means that they fire sometimes 6, sometimes 7 shots (i.e. 5/6 cooldowns) before reloading. Assuming that this is wrong and they'd always fire 7 shots (for whatever reason, a standard clip had 5 shots plus potentially one chambered), I am able to almost match the DPS at range 0, but applying this logic to range 35 will then yield a DPS value that is about 6% less than the reference on Serealia.
What am I doing wrong?
For reference, I'll give a short explanation of my calculations below:
Their near aim distance is set at 0 so I think you should be using mid values for cooldown, ready aim, and fire aim.
I play this game for years and neven knew about so many extra bonusses. Great work man I will use it well. RIP units... because of them I cant get all achievements
If you play with mods you can still spawn the removed units, they are still in the game. Try the more units mod or even just the cheat mod and spawn them.
Important to note, this is only when you have a 3000 series gpu AND a ryzen 5000 series. One or the other works fine.
I wouldn't expect Relic to be able to fix this, bigger devs from bigger games haven't been able to fix it. Problems seen by users in Anno 1800, steamVR, and the new call of duty. Add CoH2 to the list, and probably more when stock on the new hardware evens out and people notice it.
Sandbags should be removed from every mainline except for conscripts. This will require some rebalancing for volks and tommies but it is necessary. What's the point in map design if every point has a perfect set of green cover on it? It makes blobbing more useful as a counter and makes positioning less important.
+100% burst length duration.
+50% reload speed.
-50% weapon cooldown.
+25% suppression.
Forces a reload at the beginning of the ability.
Ability disengages when the unit is told to move.
This makes it do a lot more damage too. Very strong, but balanced imo when you compare it to the other MGs being able to kill light vehicles with their abilities.
The ability on the maxim is actually super amazing and will suppress everything everywhere. I think most people forget it even exists... but it's awesome. You can 1v1 every hmg in the game with it and win, even against incendiary rounds on mg-42s.
That really doesn't make any goddamn sense. The snares are approximately equal when fighting medium tanks, taking two to damage engines in any realistic scenario, the extra 40 damage being meaningless in almost any case as far as breakpoints are concerned. It's only when you reach premium mediums that there starts to be a difference.
Gren Faust vs KV1140/160 pen) 26%/34% chance to snare in two. 38%/49% (I think?) chance to snare in three, 36%/17% in four.
Generic AT grenade vs Panther100 pen) 13% chance to snare in two. 87% in three.
I'm not sure what stats you are looking at but this is completely wrong. The panther has an extra 160 health and is impossible to snare with two at nades. They do 100 damage and the panther has 960 health, needing 720 to snare. If you want to compare it to something you should compare it to the KV-8, which has the exact same health and front armor. The soviets will always snare the panther in 3 hits, doing 80 damage each time on a deflection. If grens get lucky and penetrate the KV-8 every shot with the faust they can also snare it in three hits, but if they deflect every shot it could potentially take up to SIX.
I think bare minimum the issue of tanks not being snared at 75% and dead at 0% and CDs of all snares should be standardized. The other things being standardized would be nice as well, but less crucial given those are fixed.
I think they took the pfaust values that the Fallschrimjagers had, which is probably why they are way better than normal coming from an elite squad.