If it was katy\cali\landmatters shooting from the simular range, against simular axis blober who would stay under it like this USF guy, you would be surpriced to see that the results would have been identical.
Also why are you comparing results of a mortar like unit to a rocket arty to begin with?
What you fail to understand is that the problem isn't the stuka but the 3 Scott that don't do their job even at close range. |
That is next level noob play. Oh look, I have a massive noob blob and I hear a stuka. They must be targeting my solo RE in the corner of the map!
One squad or 10 isn't the question, we have 3 Scott valiantly trying to kill an HMG that's not moving with their barrage and a stuka that just wipe what its target, blob, squad or wathever in one click. |
Both squads get 40% bonus acc with vet, while Ass Engies get 5% more weapon cooldown reduction(25%->20%).
At max vet Pfussies have 623 effective HP, Ass Engies have 625 effective HP. I dont think veterancy changes anything.
But i havent seen Ass Engies since months. They dont seem to be viable (atleast compared to stock Rifle and there is no Calliope in their commander).
Remember that you have somehow to close in with Assgren. Even with the minimum impact, you'll be losing health on the process |
Thats almost impossible. Atleast on average.
DPS Range 5 Range 10 Range 15
Pfussies: 38,451 29,205 22,629
Ass Engies: 67,205 67,205 20,96
Upgraded vet 0 Pfussies have 80 HP more than Ass Engies, but i dont think that turns the tide in this engagement.
Most people dont get what Pfussies are good at. They are bad long range, good but nothing special midrange (atleast compared to other upgraded midrange focused inf like bar Rifleman or Stg Volks) and have very good short range dmg for a squad without smg (which drop dmg way faster and get terrible at midrange already). And they have stupid high moving acc.
I wish the unit would be better at long range while losing some of its close range power and moving acc. So you dot have to blob move them into enemies. But here we are.
At vet0 the result is maybe subject to RNG (although all the tests I did were won by the Pfuss) but once vet kick in there is no way you can win any engagement with the AssEng.
I found it hard to believe myself until i saw it live.
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Is it normal that AssEngi lose badly vs Pfuss on close combat situation, like realistically you make them turn around a corner on Pfuss and pop they still lose. Its even worst with vet.
No wonder why Armor company is the least pick commander.
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Sigh range on Major is stupid, the major is already overburden with FRP in the majority of teamgame and too fragile to stay on the frontline anyway. Guess the balance team just wanted to say we buffed USF while in fact not. |
Irrelevant
if it is irrelevant why it is in the patchnote. |
Thanks for the detailed response. I feel that makes a lot more sense then what you said earlier. You are right, the quick calculations do not take into account RA at all however most units don't get their modifiers until VET2-VET3 which I purposely was trying to focus on the early game to about CP3 which only a handful would be at Vet2. At that point more indirect start to be used or available and like you said random wipes start to get introduced which will cause problems.
The reason I went with fully depleted units was to simplify between odd and even number squads. Like you said smaller squad would retreat earlier then larger. Regardless, I like what you presented, it makes sense yet it still leaves me wondering where the MP could be caused by. Even watching high level players go at it, OKW always seems to be able field more squads and keep them on the field where the opp needs to win each battle decisively to get ahead.
Going off topic:
Obers being late game AI fells weird with P4J being so good at it along with nerfs to rocket arty which were a hard counter.
I feel fussi blob is cancer in all game modes, however your suggestion would help a lot with sniping retreating units.
The other way around to reduce the MP available is to increase the popcap and I think the +1 on HMG is a good move, making dual HMG less interesting by increasing the cost of maintenance and reducing overall faction army size possible. |
Any reason why OKW has to be buffed any single patch in regard to the stats? |