I suppose someone could maybe program a tool which lets certain units fight each other like a hundred times and then writes down the outcome. This would give a pretty accurate result.
It would actually be awesome! As there are also different types of cover, formation, distances, etc. There is no way it can be stat-checked. But is it really possible to do anything like this?
Testet it now a few more times. Close Closerange PTRS Penals seem to win most of the time ( in my case every time ) . No sniping was done; Obers were spread out, in fact penals were a bit clumped together. Mid range Obers win (same positioning) . Closer Midrange Obers also win, although its seems that some RNG ( or not so spread out Obers ) could turn the battle in Penals favor ( although unlikely ) . Mid to close closerange Vet 3 Penals without PTRS win .
All tests done in neutral cover ( just picked a random 1 vs 1 map. For some reason its streets were neutral cover ( seems to be the case for a lot of 1 vs 1 maps ).
In the past there was an issue with ptrs rifles overperforming vs infantry. It got toned down but they might still inflict too much damage (I'm not saying they do but imo it needs to be checked). Anyway many many little stats affect this and it is just better to test stuff than rely on stats only.
I can't test right now, but if that is true it begs the question how accurate the coh2 stats page is (I mean the updated one). The two rifles are very similar regarding their profiles, the MG34 is a decent bit better even at closer ranges and Obers should have way superior DPS retention.
Did you b any change notice model sniping vs Obersoldaten due to formation issues?
I think that there are simply too many stats that affect the outcome to actually be able to stat-check it. Received accuracy, aim time, accuracy, reloads, cooldowns to name just a few and there might be a dozen others. My personal experience is that models drop much more quickly on those 4 men squads and dps changes a lot then while at the same time larger squads often lose a lot of health before the first model drops so their dps goes down later in the firefight (yet another factor to include).
I would like to see Sander's idea of a tech split going live. It would be a tremendous help if OKW players would get cheaper access to healing and indirect fire. Other advantages of this idea: There would be no timing issues and BG ( backteching would be more attractive.
Why just neft stum and make them cheaper so okw can have cheaper repair. By the mean of delay stg. If okw doesn't running around with fully assault rifle squad right from minute 0, a neft to section or event rifle's early game power lv can be done right after. Then suddenly ost will find themselves in better state.
It's not a bad approach if priced correctly.
Still the healing problem remains unsolved.
I still would opt for making volks for viable through non combat buffs. They would scale better for late game with what I suggested. But I guess all options are on the table. I would be a bit that Ur proposal might just go too deep and lead to some difficult to predict outcomes.
1. I'd start with truck upgrades to be available on both battlegroup and mechanized trucks. Those upgrades cost is pretty prohibitive enough (won't be built twice) but an OKW player should be able to upgrade both truck even with repair bots and healing.
2. I'd stick to the concept of "mechanized" when it comes OKW. I'd try "buffing" volks with a possibility to forfeit one weapon and get a sweeper which would be permanent (no holster) and this way make them repair and sweep. This way they could support armour more effectively. This would be in line wit the concept of OKW being "mobile" as they would increase field presence of OKW armour a bit. Volks would still probably be inferior and more expensive to UKF sappers this way.
There is already in place a system that recognizes vehicle classes in wrecks, so perhaps simply slowing the ROF of high TDs and applying bonus damage against heavy Armour could work assuming the game recognizes the class of armour while it's alive as well.
For example you take the su85 and slow down its ROF but give it bonus damage against heavy tanks such that the DPS against those targets is effectively unchanged but the lower rof makes it less effecient vs medium armour giving room for the su76 to have a place.
The su85 would still work against medium armour, just less efficiently.
Yeah. Seems like another (bonus damage) option leading to the same end result. More hp to heavies less hp to mediums/lights.
either i'm not explaining it correctly, or you are missing the point.
anyhoo, idea was worth a shot
It is a good idea. Basically very similar to what I suggested earlier. Just different damage system for different targets. Ullumulu suggesting damage tables basically suggested the same. I guess there is some kind of agreement that TDs should deal different hp damage to different targets. Whether it is tables (Ullumulu), % system (me) or Your suggestion - all seem to suggest different hp taken away from a targe depending on the target type.