Is there any real difference between more accuracy and less scatter?
Yes, accuracy only affects shooting at tanks |
Is there any real difference between more accuracy and less scatter?
Yes, accuracy only affects tanks |
The old KT had an even more ridiculous 1-shot wipe potential than a vet 3 pershing... even at vet 0. (at vet 2 it was basically guaranteed wipe of models or whole squads with every single shot) and the armor was extremely difficult to penetrate, even with specialized tank destroyers.
A vet 3 pershing doesnt add anything to its wipe potential, so why are you bringing it up.
Please dont buff that thing again. Maybe a small cost reduction but that's it for sure.
KT can still be very viable if you got good raketen or JP4 support. It is situational now, and no longer the auto-win button it used to be.
The amount of support a 280 fuel unit should require should be less rather than more. |
Following that logic, snipers are not intended counters of mainline infnatries, because mainline infantries will run them down and kill snipers
Unless the mainline has sprint, the mainline can not run down a sniper and thus your eqivalence is false.
Futhermore no one builds a sniper to "counter" mainline infantry but to bleed it.
Plus the Brummbar is in a Prenium tier so it should overperform, yes? |
Thread: Stug1 Dec 2018, 03:44 AM
Its very simple:
A cheap, durable, medium tank counter doesn't need it.
Its T3 vehicle that isn't really supposed to fight its own counters.
Wait, didn't you say that OST t4 was just a premium tier? |
Play the game Vipper, you'll see one of these units built and even rushed almost every game while the dozer is a unicorn in
The dozer and the brumbar could be literal clones and you would still not see the former as much.
Do you know why? It's a thing called the m8 Scott. |
And which light vehicle requires more then 2 volleys(aka 8 seconds) from that to be killed
Are you assuming a 100% accuracy? |
And as I said before, how are stats now suddenly relevant but not back when OKW dominated 1v1 in GCS. But now that it has 3% from 50% it suddenly needs URGENT BUFFS.
Yet being 3% above 50% means they desrve URGENT NERFS?
Makes you think.
You cant point to winrates and say OKW isnt UP but deny winrates when talking about how OKW is OP.
Exactly. OKW doesnt need buffs. Axis players just need to learn how to play without blobbing
I want a civil discussion about this.
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From my post in another thread:
"I did this comparison for cons, but now I think it would help to do it for riflemen too. Raw numbers in the top section, relative ratios at the bottom, sorry for the formatting:
Rifle squad effective durability: 5.15 effective models
Volks: 5 effective models
Rifle squad DPS at max range: 8.49 DPS
Volks: 9.035 DPS
Rifle squad DPS at 3 range: 33.945
Volks squad DPS at 0 range: 23.71
Rifle squad vet 0, 1 bar, 34* range DPS: 10.835 DPS
Volks vet0, 2 stgs, 34* range: 9.488 DPS
(*volks stgs spike up in DPS from 1.446 at 35 to 1.96 DPS at 34, given this detail, its probably more useful and informative to take the DPS at 34 and not 35)
Rifles, vet 0, 1 bar, close (3 range): 40.36 DPS
Volks, vet 0, 2 stgs, close (0 range): 29.266 DPS
Rifles, vet 3 effective durability: 7.81
Volks vet 3 durability: 6.49
Rifles, vet 3, 2 bars, 34 range: 18.062
Volks, vet 5, 2 stgs, 34 range: 13.326
Rifles, vet 3, 2 bars, 3 range: 64.439
Volks, vet 3, 2 stgs, 0 range: 39.779
Rifles/volks vet 0 effective durability: 103%
Rifles/volks vet 0 DPS max range: 94%
Rifles/volks vet 0 DPS close: 143%
1 bar squad/2 stg squad, vet 0, 34 range: 114%
1 bar squad/2 stg squad, vet 0, close range: 138%
Rifles/volks vet 3 effective durability: 120%
2 bar squad/2 stg squad, vet 3, 34 range: 136%
2 bar squad/2 stg squad, vet 3, close range: 162%
Didn't double check my calculations. Even counting the difference in utility (flame nades, and sandbags) and rack costs, to me, these numbers justify rifles costing 12% more. If you make rifles 260/26 as some have suggested, then ask yourself whether or not the utility that volks bring is actually equivalent to these combat advantages rifles have."
So yes, I DO think volks are operating according to cost. I could do the same comparison against tommies or penals, but there's no point. The results are already pretty obvious. I already did the work for this comparison though, so it's at least fairly easy to copy paste this every time someone decides to make a post that either makes up random numbers, rewrites facts, or ignores how the game ACTUALLY works.
Anyway, none of your statements about how allies are forced to use their infantry in the OKW matchup actually necessarily have to do with volks' cost efficiency, or even performance.
Did you also incorporate volks 12 dmg shots cause overkill inefficiencies? |
The rak has the same accuracy now as others yes, but does it still suffer from collision issues? And checking the box in the mod tools that says "collides with terrain" as "False" doesn't prevent bugs etc. It's like some people saying:
The rak also has .04 accuracy at 50 range whereas other AT guns have .04 at 60 range thus more accuracy than the rak at 50 range. |