I ran the numbers for the full squad DPS for both volks and riflemen out of curiosity. DPS was taken at set ranges, chosen based on weapon profiles and typical distances.
Here are the results:
Dists: 5 / 7 / 14 / 20 / 23 / 30 / 34
Full squad DPS
Volks with 2x stg44: 27.07 / 26.35 / 22.11 / 17.62 / 16.55 / 12.02 / 9.35
Riflemen with 1xBAR: 36.76 / 32.67 / 21.03 / 17.24 / 15.72 / 12.20 / 10.62
Riflemen with BAR DPS gain over Volks with stg44
135.8% / 124.0% / 95.1% / 97.84% / 94.98% / 101.5% / 113.6%
Squad DPS gained after adding upgrade
Volks: 135.1% / 139.9% / 141.9% / 130.5% / 130.8% / 115.6% / 103.3%
Riflemen: 124.8% / 126.1% / 116.8% / 121.4% / 123.3% / 122.0% / 124.9%
Commets:
- Riflemen with BAR have a clear advantage over volks at close ranges (<7) but volks have the edge (barely) at the mid ranges.
- Volks get larger dps boost at close and midranges with stg44 upgrade.
- Riflemen get a roughly constant DPS boost across all ranges.
- Moving accuracy is not taken into account. |
No need to experiment, the numbers are there provided by Cruzz. Rifleman with 1 BAR DPS outperforms STG 44 Volks DPS at every range. Low range DPS is over 150% more. Only mid range is close, but still about 120% afaik.
Not sure how you arrived at this conclusion, does this include the other members dps with rifles?
Here are the numbers from the Cruzzie files for the upgrades:
USF Riflemen BAR (60 muni each)
DPS: 13.2 / 6.5 / 4
dists: 5 / 14 / 35
Volks gren mp44, single (30 muni each)
DPS: 7.52 / 4.5 / 2.0
dists: 7 / 23 / 35
Note that the BAR has a very short mid range, making it only really effective at closer ranges.
The double stg44 is clearly better at medium and close range, while having a better effective range than the BAR. The stg44 upgrade is the more cost effective upgrade than the BAR but USF has the option to double equip.
Edit: forgot to mention rifles not included. |
I would advocate for the muni cost decrease to the quad upgrade. 100 muni is way to steep for for moderate anti-inf power and the only AA unit the sov gets.
As mentioned, the unit is best kept in the rear lines, covering your support weapons and shutting down any attempts at flanking with inf.
Its close range DPS is quite high, so you can really shred squads that have been suppressed by running up close. |
A lot of team games are ruined by devolving into cancerous arty spam fests and both allies and axis are equally guilty of this.
The advantage and disadvantage balance of arty game play is further worsened in team games where teammates can cover your weaknesses while the extra players on the enemy team provide a target rich environment, making it very attractive to spam arty.
One big problem when dealing with static arty is the general lack of stock options for counter arty. More often than not, if you did not pick the specific commander with the correct counters, then there is little you can except play the dodging game - what fun!
There are a few trends I've noticed, which make it appear as if the axis have the arty upper-hand.
Allies team players tend not to pick commanders that can counter static arty, ie have both recon and off map. A lot of commanders don't have both recon and off map but players tend to have load outs that have neither. If players want to play team mode then they really really need at least one commander with an arty counter. If you are USF then make use of the Major's recon - its there, use it!
Majority of allied players also neglect anti-air units and let axis recons planes free rein just because they couldn't be bothered.
On the other side quite a few axis commanders that are quite meta, do have access to a recons which makes a huge difference to both their arty and counter arty play. LehF's appear to be really accurate because they can see what they are shooting at and where they they should be shooting in the first place. Or they using counter arty.
With that said, there is one arrangement which I consider particularly cancerous, that is OKW specOps flares coupled with other arty. This is nasty, because flares have no warnings or markers, cannot be countered or prevented and the ability has a short cool down. It allows the specOps players to provide near constant vision for the other players who are rocking arty or powerful offmaps, removing the natural barriers to using arty. The only thing you can do against this is run away and loose ground.
Static arty cooldowns also tend to be too short in my option. When they vetted up they can fire almost non-stop which is just excessive.
TL;DR: Axis and Allies both guilty of arty spam. Allied players tend not to bring arty counters coz they don't plan ahead and specOps flares are nasty and needs to be looked at (from a team game perspective). Arty cooldowns are maybe too short as well.
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Wanna know something sad? The JP4 has less of a chance to pen a comet than the pershing does a KT.
And what is sadder is that the Comet has a lower chance of scoring a penetrating hit against a JP4 than the JP4's chance against the Comet when you take into account accuracy and unit size:
Comet chance of scoring penetrating hit against JP4: 37%
JP4 chance of scoring a penetrating hit against Comet: 51%
Situation does not improve with vet either as the JP4 gets actual befits from it while the Comet does not.
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@combatwombat comet has respectable pen iirc and its range is 45, not 40. But to everything else I agree.
Its chassis stats are plenty fine imo, it's like a slightly lighter Pershing. But it's gun let's it down. A bit more AoE and/accuracy. Hell maybe even a 0.66 modifier on moving accuracy instead of the 0.75 it was and the 0.5 it is now.
Woops, yes that correct, its 45 range for comet - Panther is 50 range.
The penetration (far 170), while better than the average medium, doesn't work so great against the axis heavies, which is what it will be facing.
Chance for Comet to pen Panther at max dist is 65%
Chance for Panther to pen Comet at max dist is 75%
Given that the Panther has more health, it really is an unfavourable matchup, which begs the question; what is the Comet good for? |
The Comet is steaming pile of liquid garbage in its current state and should only be used if you are a sucker for punishment or just want to loose the game faster.
Played as Ost, and all the Brit players went for comets instead of Fireflies. Its was a shameless massacre, needless to say.
The Comet is so bad in comparison to the Panther and yet is more expensive (a whole 10mp more, yes). Its bad at every role and Brits instead get units that are much better at definitive roles, like fireflies AT and Tommies and AI.
Several critical problems (in comparison to the Panther):
- No Vet: biggest issue, I recon, is that the Comets Vet does absolutely nothing for its combat ability. This means that as the game drags on, the Comet gets even worse in comparison to the Axis counter parts that get meaningful Vet.
The worthless Vet is from the glory days when the Comet had it all and didn't need serious vet to stay relevant.
- Bad anti-inf: The comet is categorically worse at anti-inf compared to the Panther. The poor accuracy of the main gun means that it doesn't play much of a role in infantry killing and instead its the MG's that does most of the work.
- Bad AT: Low penetration and low range (40 range) versus Axis heavies (45 range) mean that this unit can't deal with units its meant to tackle when it hits the field. The only thing it can reliably tackle are mediums in which case just get a Firefly.
The comet is expensive both resource and population wise but fills no role whatsoever.
If comet wants to become a useful and balanced unit, then it gonna need a more definitive role in the Brit army roster.
I would lean more towards Panther treatment but mainly because I'm not sure what other type of role it might fulfill and people weren't too happy when it was at good anti-inf in days past. |
I was under the impression the ability range is 20 vs 15 on the volk faust right?
30 range is very long. I believe small arms range is like 35.
Yes, 20 and 15 does sound correct. Pity ability range is not listed in the stat files. |
Grens have a special version of the faust that is longer range than the standard one without the bulletin, which was a buff added during the old Sov sniper clown car days (along with the magic bullets ability to insta-kill light vehicles). Cruzz stats says it has a range of 30, versus the standard range of 20.
This make grens the biggest threat to the UC at the start of the game. However I do find that this tends to make grens a little over enthusiastic to faust the UC and you can often bait grens out of cover. |
Early or late access to unit is reflected their cost, in game. For instance the fuel difference between the t-70 and the T-34/76 does not reflect their difference in performance.
And this is bad design.
If want to replace a unit with a timing tax or build it at a point in the game past its prime, then I'm being punished just because a unit could have potentially come early and created shock value - that's just silly.
Worst still is that it creates this set of one trick pony units that only appear at a very specific times in the game, and not seen ever again, instead of promoting diverse armies with comprehensive synergies.
Units can be made to appear at the intended time in the game using build and upgrades times, no prohibitive costs necessary.
Now talking specifically about the wasp, its not a shock unit, so it doesn't quite deserve the timing tax. When it appears, the axis already have a full array of counters available and every thing can damage it. If I loose my wasp, I have to pay a disproportional more to replace it, if I want to carry on countering garrisons as Brits - doesn't seem right to me.
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