That's because as I have spoked in other thread, the site I use to check stat of the CoH2 units says vickers K has different stat than the changelog.
From the site:
Vickers K
accuracy: 67.5%/54.5%/37.5%
range: 4/16/35
...
moving accuracy: 25%
moving burst: 75%
moving cooldown: 75%
And I quote here the original author about his comment on Vickers K:
" 또, 이동사격이 가능해졌는데, 패치로그와 다르게 이동명중 보정이 25%로 매우 나빠져서, 돌격 중에는 제대로 맞추기 힘들어졌습니다. 암만 봐도 버그같다..."
Roughly translating it to
"... and fire while moving is possible now, but unlike the patch log, moving accuracy modifer is 25% which is very low, you hardly can expect them to hit anything while in move. Seems like the bug for sure..."
So the author of the site is well aware of the changelog, and he does parse the data from the in-game somehow. And saying the in-game data is differ from the changelog.
And let's be honest here. It's not the first time Lelic made a mistake like this.
Same changelog says Raid section can upgrade 1 Vickers K with 60 muni. when drops one, but they actually can't.
This is very interesting! Unfortunately, I don't speak any Korean so I can't check or use the info on the site you linked, but if the author indeed found a way to parse the current unit stats in some way that would be huge. I've tried to extract those from the game files before but haven't found any way to read or convert relics .rgd format into a readable form (there's a DoW3 .rgd converter out there but I couldn't make it work for CoH2). Do you have any info by chance on how they did this?
Anyway, if you want to exclude the effect of accuracy on the test results (as Vipper and Hannibal said above, there's also the possibility of other penalties for burst length, cooldown, etc. to apply while moving, so the much lower moving DPS might not purely be due to lower moving accuracy alone), one way to do it is to test stationary and moving DPS against a modded entity with high target size (20 or higher). That way there's no chance to miss in either case and if you get roughly the same DPS for both stationary and moving, the difference in the in-game case is purely a result of lower moving accuracy.
I, too, would not be surprised if the low moving DPS was in fact due to an oversight or typo. Wouldn't be the first time this has happened for sure.
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What the point you're trying to make here? Nobody say balance was better back then but that today we've shift to something else that isn't more balanced.
Well, I guess there are clearly at least some people in whose opinion things were better in the good old days...
If anything it is my opinion that they made the balance worse than it was before.
Though I fail to grasp why anyone could come to the conclusion that the patches overall did the game more harm than good. |
Depending what you intend the scatter cone or area to look like, I'd recommend trying to adjust both. Angle scatter will limit the horizontal deviation, while distance scatter defines the maximum vertical spread.
You can also lower the distance scatter ratio, which, as the name suggest, affects how scatter (only in the vertical direction) grows with distance to target. The lower this value the lower the vertical scatter. |
As Hannibal already pointed out, it's only the windup and aim times that are applied before a shot is fired, so there's only a ~0.75 s delay (0.5 windup + 0.125 fire aim + 0.125 ready aim) before the 1st shot. The aim times happen to be the same for almost every tank in the game (typically 1 frame), so the actual difference between, say, a Jackson and P4 firing is "just" 0.5 s. Now this can arguably be a lot in a firefight where split seconds can decide a winner, but it's still far off from 1.6 s.
Also note that windup/winddown only apply once per firing cycle, so they don't add up quite the way you suggested. A tank with 1 s windup, 1 s winddown and 3 s reload will have exactly the same ROF as a tank with zero windup/winddown and 5 s reload. The only difference would be that, if both were ordered to fire simultaneously, the tank with 1 s windup would always shoot 1 s later. |
The question is why does it have it?
Short answer: animations. Fixed windup & winddown delays are required to play these properly.
This might be a bit intransparent compared to weapons with "regular" reload delay between shots, but gameplay-wise I don't see any issue. The ROF of the Jackson or Panther is balanced with windup/winddown taken into consideration (also regarding vet and ability bonuses btw). Without it these vehicles would simply have a longer reload delay, leading to the same outcome. |
The Kubel saw a reduction in armor so it not an issues anymore.
How so? The switch to lower ROF with higher accuracy does indeed result in less overall DPS against vehicles, regardless of armor. The huge target size compared to infantry models means the extra accuracy is basically wasted since REs couldn't miss the Kübel before anyways.
Also the armor nerf went hand in hand with an increase of HP IIRC |
The AAHT is a good unit until it hits vet 2, after which it turns S tier... vs infantry, that is of course, as its AT capabilities are limited at best. Still, I don't know of any other unit that almost doubles its AI upon vetting up by one level - the only problem is and always has been getting there. But with smoke no longer gated behind vet 1 for quite a while this has become a much easier task nowadays.
The Quad may have the advantage of being able to fire on the move, but it loses over 80% of its DPS (except maybe against certain low-armor LVs such as the 222) doing so, hence I'd say this isn't really that huge of an advantage in reality. |
Not sure if there were any other nerfs than removing the retreat function compared to live?
Anyway, it's fair to say that the 120mm is definitely on the stronger side and quite an upgrade to the regular mortar in terms of firepower. This however comes at the loss of the recon flare, so there's a trade-off at least. Since survivability is one of the main complaints towards the HM-38, I think the removal of retreat is actually a decent idea that not only adresses this, but also sets both mortars further apart. Would like to see this change making its way into the live game for sure, but we all know that's rather unlikely to happen. |
That's some sweet graph right here. Is this based on your True Infantry DPS calc? |
We have had several forum posts about this already.
WHAT I WOULD DO WITH THE CODE:
- Give premades a rank. Do not force them to smash 10 noob teams first.
- Do not make games where players are all ranked much higher than their enemy.
- Do not stick people on the same map they just lost on.
- Do not put people in the same spawns they just played on.
- Do not make matches with the weakest factions only.
- Do not stick the worst player in a match with other members in the next match.
I could go on and on....
Relic could easily do the first two and those are the biggest contributors. I care way more about you guys than Relic does, so I would do more steps.
The first item makes sense, and I do agree that imposing some restrictions and handicaps on matchups between random and premade teams would probably be easiest and most impactful tweaks to implement. But as we go further down the list I fail to see how this would improve things noticeably without the drawbacks (i.e. drastically increasing search times) heavily outweighing the gains. What people don't realize is that putting multiple exclusion criteria like this into the MM algorithm makes finding games not linearly but exponentially harder the more players and restrictions are involved. If all of the above was implemented and you start searching right now, I'd wager you'd maybe find one game before the heat death of the universe - if you're lucky, that is. |