I can confirm the 9 repair speed of the OKW truck.
I am not sure about CE/Pioneer repair speeds.
This should be per entity:
1,6 standard speed
+0.3 for the sweeper upgrade
and *1.67 for vet2. I don't know if this is applied before or after the sweeper bonus.
For the squad, this means a speed of 6,4/7,6 depending if you have a sweeper or not. So unless you have a vetted squad, the truck should be quicker.
I the main advantage of the truck for me is that it is super low micro. Just drive the vehicle back and forget about it. The search radius is large enough that you can only use the minimap for it.
1.6*4*1.3=8.32 |
The speed at which the tech structure repairs tanks is stupidly fast, does anyone have any time scales that it repairs at so I can see if its just confirmation bias or not but a KT seems to get repaired in a matter of seconds.
To achieve the same amount of repair speed as any other faction you surly need 2/3 squads of engineers and that's a huge investment in popcap and MP. It just doesn't sit right with me with non doctrinally a faction can forgo engineers completely and repair tanks at insane speeds.
It shouldn't repair as fast as it does, it should be something to get a boost of repairing speed, not a go to turbo mode.
It's not a massive issue in 1v1 but in 3v3+ it is just a ball ache to fight a KT, and have it back off only for it to return 30 seconds later with full health.
Total repair speed for truck is 9.
For comparison reason a Combat engineer with sweeper has 8.32 and Soviet repair station 12. |
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The sniper is another problematic unit because of its god-awful veterancy.
I cannot understand why the sniper gets defensive and anti-tank veterancy bonuses. Who thought this was a good idea? Why do vet 0 and vet 3 UKF snipers fire just as fast? While I agree that snipers in general are stupid, giving Ostheer's sniper the best sniper veterancy and ability in the game while UKF's sniper gets the worst creates a gap in actual performance in favour of Ostheer. Not to mention timing.
...
According to you own post the sniper ROF improves with veterancy by x0.70 Reload |
The 76mm reload nerf killed the unit. Awful change.
76mm once vetted had a ROF of 3.26.
(The unit had bonuses designed for Soviet tank and not USF tanks)
That ROF was simply too high for a medium tank.
Keep in mind that was without other bonuses available to the unit like radio net and combined arm.
The reload nerf was a solid change. |
This post was not directed at me, but i have to say this about it.
The sheer nerve of the last few posts.
You should really follow what you posted here yourself. Admitting when wrong is something you cant grasp apperantly. You are absolutly in no position to accuse some one else of derailing threads or going on about "their" narrative at all. Esp when you clearly have your own, and your track record of derailing threads is very long to say it mildly.
A large dose off self reflection is long overdue in your case.
This thread is about Stuart and not my posting habits, pls try not to derail it by posting things that are off topic.
If you agree with esxile's claim that Stuart has "low" range and "poor" sight radius feel to explain why. |
I wouldn't assume there's any bad intent behind this per se, it's just that many of the fundamental mechanics in CoH 2 are pretty obscure and not well explained anywhere, except maybe a in few, long-buried forum threads. That makes it difficult to judge what effect many of the different parameters have, not least due to how much the RNG nature of the game makes testing things by yourself an arduous task.
I hope CoH 3 will be a bit more transparent on that front right from the start...
I doubt their is bad intended also (at least in the majority of cases) but some people seem to have predetermined there own narrative regardless of stats and they are trying to use the stats accordingly instead checking the stat to see if their narrative holds water.
Yes COH mechanics are obscure but the issue has also to do with distrust some people demonstrate when someone tries to explain things to them. |
Good post that basically covers it all already. However, just to add to this specific part:
I'm not sure what specifically you've tested there, but when I ran a test with the Stuart's accuracy profile set to 1, 0.5, 0 (n,m,f) and range set to -1, -1, -1 (n, m, f) I get exactly the expected result: Accuracy is interpolated between 1 at 0 m and zero at max range (40 m) just as for any other tank weapon without specified range points (i.e. ranges set to -1, -1, -1). No surprises or anomalies here.
When some people run out things to rant about they discover any difference in stat and try to blow it out of proportion and present it as a major disadvantage.
First we had the "wind up" and now the far range. |
What don't you understand when I say that at the realize of the extension the Stuart was a monster vs infantry but with low vision and low range. What do you expect to find in a patch not about it? You only find that its AI has been nerfed to the ground but it kept its low vision and low range.
Stuart has a range of 40 similar to most vehicles and the same like the other vehicles of its class the T-70/Luch now feel free to explain why that in your opinion that is "low".
Stuart has a 35 sight radius similar to most vehicles and the same like the other vehicles of its class the T-70/Luch now feel free to explain why that in your opinion that is "poor".
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Why should it?
So do you stand by your claim or have you realized it was false?
Stuart was a monster vs infantry back then in exchange of poor vision and low range, ...
Are you going to deviate the subjet once more to cover youd lack of arguments?
Are going to try the "easy" way out by playing the usual "run out of arguments derailing card" or are you going to admit that your description of Stuart performance is false?
(Actually is simpler to admit you got something wrong.) |
I agree with all the point but have to point out that Stuart has 0.75 damage modifier vs infatry so the max damage it will do is 60. |