I specifically meant balancing discussions since those in parts often resolve around "unit A is 5-10% stronger than unit B". And if this seems to be the general error margin of Serealia than we can't really judge unless the difference is really big.
I did some tests yesterday, currently working on it. What I can say is that the current formula is 100% not correect, but I need some more testing and modding before I can make a decent statement. Give me maybe 1-2 weeks until I can work it out (if I can at all).
Why don't you have a look at weapons report and the formula it uses? |
PPsh conscripts are a cost efficient unit.
(PPsh should take the weapon slot though and mixing smg and bolt action is not a good design)
If one want to change the ability then one should probably create a separate unit similar to assault IS and designed the unit specially for the role (cost/abilities/vet bonuses) |
yes i think this would be the best way to do it. i've kind of done something similar in the past already to validate the results of my simulator. the tricky part is the precise timekeeping (although this can be mitigated by measuring over a long timespan) and especially distance measurement, for which unfortunately no good tools exist in cheatmod.
plus, a lot of modding will be necessary to constrain the variables you want to measure (e.g. how aim time changes with distance and if it is rounded to the closest frame or not) as much as possible.
very much possible i'd say, but also very time-consuming for sure.
For correct range maybe one can chang the max range of the weapon to desired distance? |
We have been here before so I am not sure why we have to do it again.
obers vs LMG obers against heavy cover:
Ranges 0/10/15/20/25/30/35
23.8/20.7/13.8/11.0/9.0/7.0/5.2
8.1/7.7/7.5/7.3/7.2/6.9/6.5
Even vs heavy cover LMG obers are superior at range 35 and one needs to close bellow range 20 to get real advantage.
The lower cover penalties of Vamp ST44 in not it main selling point. |
i wouldn't say useless, but surely they should be taken with a grain of salt. in the end, i guess only rigorous testing if and how stuff like the alleged frame limitations and rounding affect the true dps output in-game could give an answer to how accurate these formulae really are.
but given how difficult this can be even for relatively simple things like tank guns (where usually most of the variables are neither range dependent, nor randomized between min/max bounds), i'm afraid proper testing would be an enormous undertaking.
I am not so sure. Cheat mode already calculates damage taken. What one only has to do is divide that damage by time.
I guess one could made a mode that created a target either indestructible and calculated the DPS or with a set number of HP 10.000 (?) and devide by the time it take to destroy. |
Disagree, Overwatch doesnt need an anti sniper vehicle. You can counter snipe already with Jäger infantry additionally the changes would make it too niche in my opinion. I really like how the 221/3 is because it gives OKW an edge where its usually lacking. Early ULV which is sturdy enough and able to kill models with bursts.
The suggested role is to counter both M3 and Snipers.
Point here is that 223 cost 320/30 and has a pop of 4(?) which make it compare bad to Ostheer Opel.
There is not need for 221/223 to attempt feel some many roles. One should use different unit for these roles (221/223/Opel) and balance and design them better.
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The 222 already fulfils that first role, however, while also being quite good at fighting infantry. OST also have their own sniper for countersniping... I'm just really not seeing why this is necessary.
Because 222 is currently OP and it has to be else Ostheer are overrun by light vehicles. |
Speaking of ST to Break and JT to Elite armor.
Dont you think its an overkill? I mean, Elite armor already buffs your tanks, has income unit (which is LV aswell) and on top of that JT.
I mean, it will be no-brainer pick for teamgames.
No more than Elefant/ISU and there are other changes suggested.
One could move JT to overwatch instead of Lefh or Fortification instead of 88. |
Would it? The 222 already comes quite early, what would the 221 add? Either it delays the 222 for some reason, or you can get it before the Leichte, in which case OST has an absurdly early light for...what reason?
The redesign would have:
221 with lower DPS with bonus damage vs sniper high penetrations. Role a counter sniper and soft counter micro lights.
222 higher cost and durability 20cm now a anti light tank gun. Role soft counter to light tanks.
That would help Ostheer counter light vehicles at the cost of delaying their tanks. |
Well, Ostheer originally had that. They started with the 221, which could then upgrade to the 222. It apparently wasn't a workable bit of design, so now they just build the 222.
The actual problem was that the 221 to 222 upgrade cost munition in an already munition starved faction. If the upgrade was changed to MP/FU it would be fine.
Actually reintroducing the 221 (with some changes) for ostheer it would be great for the faction |