60 ammo for the equivalent damage output of 1 BAR is perfectly reasonable.
I really don't understand the argument, you would have a point if the STG package was 120 ammo. Also, if dropping STG was a "buff" to volks DPS then why is it that pretty much every single OKW player will upgrade to STGs? You're just being silly.
im all in for droprobable stg did u think i was joking ?
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All of those dps calculations don't include anything about volks having incendiary grenades, infiltration grenades, healing out of combat, snares without vet, sandbags, or weapon upgrades that can't be stolen (my biggest gripe with rifles is gifting BARS to the enemy.) u know dropping stg would be a buff right ? 1 deal half the damage of a bar but still occupy 1 weapon slot |
Have you ever played USF vs OKW? If you played, you will know 2 rifleman with bars cannot beat 2 volks with stg44. The comparison may not that accuracy on DPS. But IN GAME, two volks with stg44 were harder to deal with then one grenadier plus one panzergenadier.
PG lost their 25% firepower when they lose one model. However, the volks only lost model with kar98k and their stg44 can still pour damage on the rifleman.
And in fact, the data you showed have shown that volks had better DPS (17.8 vs. 13.3) at 35.
u want to disagree with in game stats ?
then u should make changes that don't involve game stats, u can add a cool hat on rifleman if u want or make them dance while they shoot or put skin on the rifles |
Good, you finally realize 2 rifleman with bar, which cost 560MP + 120 ammo, should have superior performance than one grenadier plus one panzergrenadier or 2 volks with stg44.
yes they are superior what are u babbling about, 1 bar >2 stg 5 rifle> 4 green/5 volks
can't u do math ? |
i still don't understand why building projects are physical, they should be physical only if a unit is touching it |
>as OKW player
> grenadiers
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Riflemen are fine. If volks are too cost efficient, look at them. Most mainline infantry in this game are balanced around cost. Volks are screwy, but I personally have no idea how to fix them. Their problem has more do do with their faction than anything else (ie. early game pressure provided by early sturms + kubel for back capping whilst sitting on enemy cutoff, combined with no tradeoffs required for their nades/ stgs.) the problem are the stg, just swap the mp 40s on the fire doc with the stg and buff their vet |
this should answer ur question |
it's never supported by numbers cause this forum is polluted with fan boys we have a perfectly fine site https://coh2db.com/stats/#51 that show us with graph the dps and they still don't use it/ignore it |
Emplacements like the mortar are worse than normal weapon teams, I think the only player that wants this cheese in the game are mid level players like stuve that know how to abuse game mechanics.
Let's keep the discussion about late tier tech here and comet, as perks go stuff like war speed is meh, if it was magic panzer tactician smoke people might actually pay 50f to get that and spotting on tank pen.
Do you have any suggestions for changes to hammer to make it actually used in the game? Or are we just going to complain about how supposedly OP five man Tommies are vs volks and Jaegers.
i said it 3 pages ago, try a 0.4 reload buff to comet at base for start, and if needed add 20% to vet 2 |