This post is about KV1. Who said KV8??
the post right above the one you quoted
In the universe where a 170 penetration stat is not enough to reliably penetrate 260 armor?
Unless I missed something and Su76M are also counters to Panthers..
excuse me but how is that even a remotely valid analogy? even if both deflect half or more shots versus their respective target, the kv-8 isn't able to fight back while the panther can. seriously, if you can't counter a kv-8 with a dedicated td than this is a clear-cut l2p issue.
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wait what, in what universe are stug(s) no reliable counter to a kv-8? |
You know if the priest still has the UI bug where shells land long based on the target circle? Can that be fixed this patch?
it still does have the unusually high scatter offset of 0.3 AFAIK. means ~30% of all shots will scatter long (and 30% farther from the center of the targeting circle if overshooting than if undershooting).
there may be a reason why it has this peculiar settings, but i guess it could be tested if the priest can function fine without it. would make the barrage a bit more predictable for sure. |
only had time to quickly glance over it, but i think this model has great potential. awesome piece of work and clear presentation, kudos!
i agree that this approach has some clear advantages over numerical simulations, most notably the much reduced computational effort and strictly deterministic results.
however, with respect to the latter this may also be seen as a disadvantage, as a set of simulations can provide some valuable info on the variance and probability distribution of all possible ingame outcomes.
hence, i was wondering if your model could be tweaked produce some kind of upper and lower bounds for the power level, pretty much like the standard deviation in a set of simulated results would (e.g. by running it once under the most favorable conditions (focus fire on single models, entities with non-transferable weapons die last, etc) and once under the most disfavorable)?
another question i had was how you handle weapon upgrades that are transferable (like the lmg42) and those that are bound to a specific model (officer thompsons)? clearly, for the former the order in which models get killed doesn't matter, while for the latter there would be quite a significant difference in power level depending if the model dies right at the beginning vs at the end of the fight.
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quite simply using the data from "https://coh2stats.com/stats/month/1614556800/1v1/soviet" each commander get a score according to how often it appears on the load out in each mode.
Since there 9 USF commander in 1vs1 Airborne company would have a score of 9 while armor company a score 1.
Now one can add the score from each mode and then divide by 4 and see how popular a commander is across all modes.
not sure if it's a good idea to conflate 1v1 and teamgame data like this, at least without correcting for the fact that you have 3x the amount of data for 2v2 and higher. this will skew the results quite a bit as commander pickrates vary a lot between solo and team modes, but not so much between 2v2, 3v3 and 4v4.
the somewhat arbitrary numbers chosen to scale your popularity ratings are also a bit confusing. maybe you should consider normalizing these to a percentage or x out of 10 to make it easier to interpret. just some food for thought
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awesome, time to dedust my old python install i suppose.
python-based infantry combat simulator when?
j/k, although i think with the accurate dps formulae you developed this could be in the realm of possible.
anyway, great work as usual! |
Raid Section feedback:
- Seems to be not worth being a separate unit, as it appears to have an identity crisis at the moment
- So balance team wants a Brit Riflemen, but with Camo? Like what does that help?
- Commandos already fill the ambush niche very nicely, so adding ANOTHER AMBUSH unit feels bad.
- CQC? Assault Sections, Commandos and Airlanding Officer already fill that role
- That only leaves with light infantry type unit which is not available yet.
For Raid Sections, I would like to throw the idea to have them be JLI/Pathfinder niche.
Call in at CP1. They have Scoped Enfields (same stats as M1 Garands) and 1 crit weapon. Lock out all other upgrades. Vet 3, they gain an extra man or the new Vickers LMG. They do not have cover bonus, increased decap/cap speed, STATIONARY CLOAK, and ability to snipe a model for a price.
Helps them counter sniper starts without commiting another sniper. But worse performance in 1v1 duels while able to support IS.
kind of like the rework idea as well since they would fill a role that's currently not covered by any unit the brits can field. though i guess recon section would be a more fitting name then.
what i'm a bit worried of is that giving a potent anti-sniper tool to a faction that can field a sniper on their own may create some problems down the road... |
i don't think a normal satchel would be a good idea, cav rifles are strong enough without a nuke nade already. btw, punctuation is your friend, i had a hard time figuring out wth you're even talking about. |
that's a really nice and compact guide, kudos! i personally liked the distinction into different player types and the emphasis on developing a teamplay-oriented mindset. probably something a lot of the newer players could improve on and the guide covers the basics quite well. |
Outside of sniping rocket artillery i'm curious if you can reliable 1 shot ALL AT guns + MGs with the usage of it.
i don't think this will work 100% of the time against full hp squads, since the OHK radii are a bit too small (3.5ish for stuka and priest, and only 2 for the sexton) to affect all entities, especially with the recent formation changes to mgs. still i think in the majority of cases as they would occur in-game (bunched up formations or models not at full health) a well-placed shell would have a high chance to wipe a weapon team. that's surely not the same level of lethality as a B-4 or ML-20 precision strike, but still quite potent. |