So I don't know anything about this guy, what was his role and why was it a big deal that he's leaving , if it is? |
TWO GAMES: 35m, 40m for a total of 75m or 1.25h. Average time was 37.5m
ONE WAR SPOILS: one new bulletin "Leave it to the Engineer" (USF)
ONE GAME: 43m
ONE WAR SPOIL: one new bulletin "Face the Music" (RU)
SIX GAMES: 32m, 39m, 20m, 29m, 28m, 62m for a total of 232m or 3.866h. Average time was 38.66m
TWO WAR SPOILS: one duplicate bulletin "Veteran Tank Training (US/OKW), one new skin "Two-Tone Winter" (OKW)
FIVE GAMES: 35m, 42m, 43m, 27m, 50m for a total of 197m or 3.28h. Average time was 39.4m
ONE WAR SPOILS: one duplicate bulletin "Brotherly Love" (OKW)
THREE GAMES: 47m, 71m, 27m for a total of 145m or 2.41h. Average time was 48.33m
ONE WAR SPOILS: one new bulletin "Extra Punch" (OKW)
SEVEN GAMES: 42m, 46m, 41m, 36m, 27m, 15m, 34m for a total of 241m or 4.01h. Average time was 34.43m
ONE WAR SPOILS: one duplicate bulletin "Indirect but Deadly" (RU)
FOUR GAMES: 35m, 45m, 23m, 28m for a total of 131m or 2.18h. Average time was 32.75m
ONE WAR SPOILS: one duplicate skin "3-Color Disuptive" (Ost)
THREE GAMES: 26m, 43m, 33m for a total of 102m or 1.7h. Average time was 34m
ONE WAR SPOILS: one new bulletin "Boom II" (USF)
In this reply, summary data is:
-31 games
-8 drop occurrences
-9 actual spoils; 5 new, 4 duplicates
-total time 1132 minutes/ 18.71 hours, equivalent to uninterrupted gameplay time of 18 hours, 43 minutes.
With this recent number of games, the average drop occurrence (1123/9) is 140.37m, or 2.34h, or 2 hours, 20 minutes, 22 seconds between drops.
Outliers: shortest time between drops was 75m or 1.25h, longest time 241m or 4.01h. |
If the PR team thinks a QA session while the answerer is playing a game is appropriate, then that speaks very low of the team's intelligence as a whole.
Seriously, it's like having a video conference with your boss and coworkers while driving a school bus full of kids. That's just... dumb. |
That's like just two panzerschrecks, and that's assuming the Pgrens need the upgrade really bad and right then. And that's assuming they have Pgrens, period.
Nothing about trading 50 fuel for 150 munitions is overpowered, the entire point is instant access for cost. And buying panzerschrecks isn't instant either. |
typo: Conscripts' vet3 says "No long..." rather than "No longer..."
Also, I personally don't think Command Panther needs two columns, the auras already count as abilities. Just a matter of simplicity, really. |
There was a mod called "200%mp and 200 popcap" that I normally use, but I noticed today that its no longer found in the workshop, so no one can download or update it.
I figured I'm just gonna make it myself, but I have no clue how to do that. Anyone wanna show me? I saw some tutorials but they go all the way back to 2013, so I don't know if they still apply since the editor allows tuning packs and win conditions and not just custom map stuff. |
I wouldn't really mind that if Riflemen's AT grenade can do the same, but not only does it not and have poor chance of critical, if the tank gets too close to the unit the entire thing cancels. |
I've taken the Luchs to be excellent against infantry, but only as long as nothing is shooting back; whenever bazookas, tanks, AT gun or even approaching conscripts or Riflemen are in range I have to keep them in mind lest I get a critical and get whittled down. I think for one thing, Riflemen's AT rifle grenade shooting faster (at least as long as Conscript's AT grenade animation and throw) wold drastically improve Riflemen's ability to counter with the need for bazooka.
In terms of fuel cost it is actually 40 (the first truck), then 80 for the flak truck, and then 50 for the Luchs itself, for a total of 170. And that's not counting time between trucks spawning, moving, and deploying, and THAT assumes they weren't destroyed or placed conservatively like in HQ sector. |
Rewards are specific to the company you used to achieve them, so if you gained, say, the Priest howitzer at Vielsam as an event reward and you did it playing as Able, then only Able can train that unit. It will say so in the Units roster when you open up the company info window to check out the perks at the bottom.
Naturally this means that if you want, say, Fox company to get the Jackson from a reward, then you need to make sure Fox company does the mission. Of course this is dumb because there's nothing letting you know where that event will be, which could be way on the other side of the map. This is random logic akin to War Spoils.
As for AI resources, these are scripted. I once encountered a Tiger Ace on that map where you grab the abandoned vehicles. Luckily I used Rangers with panzerschreks running around it. But damn, Tiger Ace? That's just stupid way to up the difficulty. And it wasn't like the AI had lots of strength in that match nor was I farming either. Most scenarios aren't meant to have VP style matches, ie the one where you capture VPs to link up with an allied computer on the other side.
You can still game the system though: the map where you defend three different points in a ruined town can be blocked off with tank traps, I won the game because all the forces couldn't get through and just retreated like I killed them all, including a King Tiger. All I did was spam tons of RETs to build fences and tank traps. |
Its vastly inferior to USF HMG. There is nothing that can be said about DSHK that would end with "better" then anything.
Better at dying and overall shit-tastic? |