Is it even possible to not go both lieutenant and captain in 1v1s?
I mean, you could have the AAHT as a suppression platform, but that is micro intensive and cannot be played aggressively (2 shot dead).
You need the captain for AT gun and you need the lieutenant for the MG, and since you need the MG "sooner" than you need an AT gun, going full tech for both is not all too wise... for what? Laughable pak howi and AAHT?
USF is the same in every mode, which makes it quite fun to play: Maintain aggression or fall to a steady push from axis.
I'd say going Lt into Major is still very viable in 1v1 as long as you maintained decent fuel control/fuel advantage throughout the early game. However, if you lose momentum at some stage it's arguably better to go Cpt before teching to Major as a safety net. Depends on your playstyle as well, early bars or a LV-heavy build would probably require getting an AT gun first. And then there's Airborne, of course...
As for going Cpt first, it's probably the most risky option for the reasons you pointed out already. The AAHT is by no means bad, especially when backed-up by an AT-gun, but going Lt for MGs and Stuart is much safer and easier to recover from potential misplays. |
I always enjoy following thoughts like these from an analytical mind. Thank you Rosbone.
Fully agree! Though I don't really care that much about the state these 4v4 maps are in, I did enjoy reading the detailed breakdown of what makes or breaks them. This kind of content is what kept me coming back to CoH2.org over the years. Sadly, posts like this have become quite a rarity nowadays... |
T-34/85 is fine. Deal with it. |
I'm guessing there's a buff on it size when it hits veterancy? it's almost invincible in vet3 with its speed, acceleration, and sight.
Not that I'm aware of at least. Though the higher speed means it may be able to dodge scatter shots more effectively, especially at long range and when moving sideways with respect to the shooter |
That's intesting, can anyone expand on this? That mechanic could be the solution that we are looking for.
There is an option in the weapon profile called "focus fire". If set to true (the default used for most weapons), only the targeted model can be hit. If set to false, other models in the vicinity (probably defined by the scatter values, but I'm not sure) will roll another accuracy check if the one against the targeted model results in a miss. A good example to see this in action is the Kübel, which has "focus fire = false" and will thus spread its damage over nearby models, while other LVs (like the M-20) don't.
On paper, that sounds like a straight DPS increase against squads with more models, but I'm not sure if it really works that way (there was a thread about this a while ago, maybe I can dig it out later). I'd guess the effect maxes out with just a few nearby models already, so the difference between firing at a 6-man squad and a blob of 6 squads would be virtually zero.
EDIT: This one. |
[...]Hopefully COH3 implements something similar from the start, for COH2 any rec acc debuff can create new issues and make others even worse. [...]
Sorry for kinda drawing this part a bit out of context, but I think it's a very good point that's already a problem of sorts in the game.
The incremental accuracy modifier most MGs have already makes them fire more accurate the more models are cramped into their respective scatter cone - essentially the same effect as the proposed negative zeal but backwards. That means, a model in a blob will die quicker than one in a lone squad, which sounds good and somewhat logical on first glance. However, models dying too quickly also means reduced rate of fire, since there's a noticable delay between switching targets if a model dies. That, in turn, reduces the suppression dealt to the squad (and others in the viccinity) as suppression only scales with rate of fire and doesn't depend on actually hitting the target. So, while you're dealing a bit more damage to a single model at a time (irrelevant due to the large combined HP of a blob), the higher accuracy is instead hurting the anti-blob capabilities of your MG. In the end that leads to the scenario we all know and love: an MG in green cover gets easily overrun by a blob even though it should have had plenty of time to suppress each squad two times over.
That being said, incremental accuracy seems to work fine for the few tank MGs that have it, and it might be worthwhile to see if some other hand-held automatic weapons (LMGs for example) could benefit from it as well.
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Hi there MMX,
perhaps this might be of use to you.
https://janne252.dev/content/2021/coh3-pre-alpha-extract-sga
Oh wow, that looks interesting, gotta try if I can get this to work. Thanks a ton for the link le12ro! |
Yeah I remember that guide. Unforunately, the link to the sga extractor has been dead for a while. Not sure if there's any other way to extract these files, but at least I don't know of any. |
A bit late to the party, but if you're looking for some high-quality and educational CoH2 casts, especially for 1v1, make sure to check out Tightrope's channel. Very good stuff that helped me personally to improve a lot over the years. |
UPDATE 1/12/2022 It's been a while since the last update to the spreadsheet, so I figured it's time to bring back ScatterThis! with updated unit stats reflecting the most-recent patches and a number of new features. Get the newest version here!
- Updated MG damage calculation model: While the previous solution allowed a crude approximation of the DPS/KPS the tank-mounted MGs add to the overall AI performance, it wasn't really suited to capture the variance, or "hit-and-miss" nature, usually observed in-game (who doesn't love chasing a retreating squad across the map while constantly missing the last, lethal hit?). The new randomized model does just that by taking the number of fired bullets, targeting delays and accuracy into account when randomizing the damage output in a more realistic fashion
- Improved simulation algorithm: A couple of tweaks to the VBA code tremendously increased the speed of the simulation, meaning that results are generated in about 1/10 of the time it took previously.
- Up-to-date unit stats (sort of): While some remaining errors are likely, most of the recent balance changes should have made it into the unit stats tab of the spreadsheet by now. Unfortunately, some new abilities (e.g. the 105mm Sherman's and leFH's new barrage abilities) are still missing as there's currently no way of extracting the stats from the game.
- New unit templates: A couple of light and ultra-light vehicles are now implemented (including the SdKfz 222 AC; thanks to Klement Pikhtura for the suggestion).
- Improved simulator tab: The simulator tab has received some additional functionality and most relevant options (e.g. FoW and moving penalties, % uptime of tank-mounted MGs, etc) can now be set directly in the simulator tab.
- Overhauled comparison tab: The graphical interface for plotting and comparison of the simulation results has been revamped to allow more data sets (6) to be displayed at a time. Other plotting options, such as switching between continuous or stepwise graphs and different color schemes have been added as well (again many thanks to Klement Pikhtura for the valuable feedback).
- Damage distribution plots: The new damage distribution tab offers a more in-depth way to analyze how much and how reliable a unit delivers its damage over time. The 3D datasets produced in this tab display the probability distribution of how much damage / how many model kills are scored with each successive shot. This can give a pretty good impression of the variance (or reliability) of the DPS/KPS output as well as the alpha-damage capabilities, both of which are otherwise hard to capture using 2D plots.
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