even more test all equal distance form each infantry squad of 10
OP did u really do the test fairly ?
mg 34
vicker
cal 50
u can see they all suppress nearby squad thanks to the suppression indicator
all have equal distance of 10 from each squad
Vickers
After center squad suppress
After center squad pined
Mg42
After Center squad pined
Also, I am using cheat tool version 1, not the second version.
Also, for the gunner changing test, It is hard to determine just by using pictures, however, regardless of how I was trying to repeat the test. Mg42 gunners seemed to receive almost no damage just by viewing the health bar, yet the 50.cal did.
I can only make the following hypothesis for this situation:
1. The 4 VG squads seem to put out more long-range damage than its counterpart even if they are suppressed.
2. Since 4 VGs squads are not as crowded as the allies testing subjects, they may keep in normal fight strength for longer. |
and tested vicker it suppresses just fine
same as mg 42
did u really test in the same situations ?
vicker >
mg 42 >
same for dskh even tho it has lower AOE radius
Here just redid the test
DshK
after center suppressed.
after center pined.
|
this does not makes sense cal 50 vicker and dshk have similar or superior aoe suppression than mg42
mg42
Suppression
Amount
0.012
AOE suppression
0.0096
AOE suppression radius
13
dshk
Suppression
Amount
0.03
AOE suppression
0.024
AOE suppression radius
10
cal 50
Suppression
Amount
0.054
AOE suppression
0.0432
AOE suppression radius
13
vicker
Suppression
Amount
0.00785 <--- this needs to be update as it got buffed to 0.008 i think
AOE suppression
0.00628
AOE suppression radius
13
I have also noticed this problem at the beginning.
So, instead of doing 3 groups of testing as the others. I have done the test for ten times for Mg42, Vickers, and Dshk. The result is also quite interesting. In the test, 7 out of ten times, Mg42 show suppression to the nearby squad; 4 out of ten times, DshK showed suppression to the nearby squad; and Vickers showed only once. So I decided to include DshK and Vickers into the special list, yet MG 42 did not. Also, the other Mg always showed suppression to the nearby squads during testing. |
Thank you for sharing and putting so much effort also into explaining the setup!
One question though! Did you test on a range map? So the ranges are shoen in colored lines, which improves reproducability.
No, I am still finding that map. If you could, please leave me a link, that will be hugely appreciated. |
Harry's performance test No.2 is here. Recently, I have seen a lot of people arguing about the maxims buff. So, I decided to do this test to prove if the concern is valid. As always, it is another 4 hours testing. Please finish reading the whole post before leaving any comments.
Purpose:
The test is trying to showcase the performance of all available MGs in COH2 in a testing environment. Even though a real battle could not be simulated, I personally believe the test can tell some truth.
Methods:
Suppression test:
All MGs will try to suppress a line of 5 VG squads in a group of three tests. VGs were located and determined as: Center squad, two Nearby Center squads, and two Further away squads. The MGs will only shoot at the center squad. Two Nearby Center squads, and two Further away squads will only receive suppression due to AOE.
Blob counter test:
Allies MGs will try to counter a 4 VGs blob charging for three times, and Axis MGs will try to counter a group of 3 Cons along with 1 Rifleman squad charging for three times. See if the MG will be able to stop the blob before being wiped out entirely.
Suppression test Result:
Notes:
CS stands for Time to suppress the center squad.
NS stands for Time to suppress the Nearby Center squads.
FS stands for Time to suppress the Further away squads.
CP stands for Time to pin down the center squad.
NP stands for Time to pin down the Nearby Center squads.
FP stands for Time to pin down the Further away squads.
All times are presented on average.
Unit: second
M1910 Maxim:
CS: 4.26; NS: 8.92; FS: 8.92; CP: 15.33; NP: N/A; FP: N/A.
Vikers:
CS: 3.10; NS: N/A; FS: N/A; CP: 29.09; NP: N/A; FP: N/A.
50 Cal:
CS: 2.16; NS: 6.26; FS: 15.06; CP: 14.00; NP: N/A; FP: N/A.
Mg34:
CS: 1.71; NS: 7.89; FS: 14.04; CP: 15.11; NP: N/A; FP: N/A.
Mg42:
CS: 3.56; NS: 5.57; FS: 11.9; CP: 25.52; NP: N/A; FP: N/A.
DshK:
CS: 2.67; NS: N/A; FS: N/A; CP: 12.89; NP: N/A; FP: N/A.
Blob counter test result:
Shown as: Times Successful/ Total times tested.
M1910 Maxim: 2/3
Vickers: 2/3
50 cal: 1/3
Mg34: 3/3
Mg42: 3/3
DshK: 3/3
Here is something interesting I noticed during testing
1. M1910 tear down much faster than deploy.
2. Vickers has the best ready to fire time, yet MG42 has the worst.
3. Vickers and DshK has so little AOE suppression that it could hardly suppress any nearby squads.
4. All allies MGs would receive damage while changing gunner while the axis MGs did not. (weired)
Personal background:
I am a team game player, which means, most of the times, I play 4v4 and 3v3. I usually ranked among 20 for USF and SOV, and around 70 for the other factions. I am very confident with my MG skill since it helps me to reach the top ten twice both as USF and SOV about a year ago. Personally, I don't think Maxim deserve any more buff on its stats in the future, yet I do think it should receive a price discount especially it is tec locked. |
Here are some the testers personal conclusions:
1. I do not agree that Sherman E8 is just a piece of crap. However, I would not see myself produce any during a real game. Here are why: [1] I can use the same resources of producing two Sherman E8s for one M36 and a regular Sherman. This kind of combination will put out more AT or AI output almost in all of kinds situations compare to purely having two E8.[2] The Rifle Company commander sucks, in my opinion. I really don't see any reason for me to choose it over the others.
2. Comet needs a complete remake but not a slight buff. Current testing shows that its performance worse than panthers in both AI and AT performance even though they both cost almost exactly the same.
3. I have just come back from another team game. My friend and I managed to hold off a huge Soviet push with a fairly small army.
Here is a list of the units:
Two soviets: 3 T-34/85s, 2 IS-2s, and 2 SU-85s.
Me and my friend: 1 JP4, 1 Panther, one elephant, and two schrecks PGs
We sacrificed the Panther and the elephant in returned of destroying all of their tanks but one SU-85.
I know the matchmaking maybe a little bit unfair( me being as around rank 70 and my friend ranks around 400), but I still think there is something wrong in terms of the allies tank overall stats performance. |
Good work OP. It's true that sometimes statistics tend to differ from real game situations situations.
I must point out that you didn't describe how long the tanks were chased and that can raise controversy.
It's also worth saying that even though you tried to emulate some tank fights, the support factor is missing and it's critical. I say it because they can easily change the test results, for example a smoke pot can save the damaged tank meanwhile the other keeps charging into the target. This kind of plays are heavily rawarded by game design. It's like acc non linear combat design and that makes it really hard to predict.
I will disagree on the way of choosing the list of premium medium tanks. You either forgot of Pershing (no one considers it a heavy) and I would suggest you to include Panthers if you did with comets. Where are cromwell's? Even Ost P4 are premium mediums, they are costly because of that tag.
Other than that great post
The chasing distance is not fixed. It varies depending on maps. Most of the time, the distance is determined by my gaming experience. For example, how long am I able to chase enemies tanks without meeting any AT units. How much possible will I encounter a snare unit? I did this preparation step to determine if the test subjects should fire its main gun at medium or long-range. Basically what it means is that during this period of chasing, will my tanks be able to close their range with panthers. And, the results were pretty disappointing. Only Sherman 76s could constantly reach medium shooting range yet the others could not. |
Okay, so, before you start to reply or criticize what I have posted below. Could you please, at least, finishing reading the post entirely? I have spent more than 5 hours for all of the testing and finishing this whole post. So I do think I deserve some kinds of appreciations.
In the last few days, I have tested the overall performances of all premium medium tanks. The testing subject contains the following subjects: T-34/85, Sherman 76, and Sherman E8. Comet and OKW P4 were also included in the test but with different testing methods.
The AT and AI performance tests were done in these following ways:
1. Two T-34/85, Sherman 76, and Sherman E8 chased one Panther in a certain distance to determine the proper testing range of firing. The chasing distance is determined by real combat experiences of how long could the two allies tanks go before risking too much of destroying the enemy tank. The " the proper testing range of firing" means if the two allies tanks should fire at long or mediums distance. P4, instead, will chase a comet. The Comets, instead, will chase two Panthers.
2. In a group of 10 testings, find out how well will two T-34/85, Sherman 76, or Sherman E8 against one Panthers base on the results from step one.
3. In two groups of 5 testings, find out how well will one T-34/85, Sherman 76, Sherman E8, P4, or Comet performances against two level 3 VGs compare to one panther. One group of testing was done when the main gun was deactivated, and one was done when the main gun was active. The final report is done base on the final conclusion. ( All tests were done in a range when all mounted MGs are able to fire)
T-34/85, testing range: long
Times of Two T-34/85s remains when the panther is destroyed: 2
Times of One T-34/85 remains when the panther is destroyed: 3
Times of panther is still alive while two T-34/85s are both destroyed: 5
AI performance when the main gun is active: Better than Panther.
AI performance when the main gun is not active: Worse than Panther.
Sherman 76, testing range: long
Times of Two Sherman 76s remains when the panther is destroyed: 3
Times of One Sherman 76 remains when the panther is destroyed: 5
Times of panther is still alive while two Sherman 76s are both destroyed: 2
AI performance when the main gun is active: Better than Panther.
AI performance when the main gun is not active: Same as Panther.
Sherman E8, testing range: medium
Times of Two Sherman E8s remains when the panther is destroyed: 4
Times of One Sherman E8 remains when the panther is destroyed: 5
Times of panther is still alive while two Sherman E8s are both destroyed: 1
AI performance when the main gun is active: Worse than Panther.
AI performance when the main gun is not active: Same as Panther.
P4, testing range: long; Against one Comet
Times of Two P4s remains when the Comet is destroyed: 3
Times of One P4 remains when the Comet is destroyed: 5
Times of Comet is still alive while two P4s are both destroyed: 2
AI performance when the main gun is active: Better than Comet.
AI performance when the main gun is not active: Better than Comet.
Comet, testing range: long Against two panthers
Times of Two Comet remain when two panthers are destroyed: 2
Times of One Comet remains when two panthers are destroyed: 2
Times of two panthers are still alive while two Comet are both destroyed: 2
Times of one panthers is still alive while two Comet are both destroyed: 4
AI performance when the main gun is active: Worse than Panther.
AI performance when the main gun is not active: Worse than Panther.
Here are some of my personal background:
I am team game players, which means, most of the times, I play 4v4 and 3v3. I usually ranked among 20 for USF and SOV, and around 70 for the other factions. Its has been a long time noticed that It is very rare to see any high-rank players spamming those premium medium tanks but Panthers. So I decided to do this test. Of course, the test is not perfect. But I have tried my best to simulate the real battlefield as much as possible. I refused to dig in purely base on the data because, in some of my previous testings, I realized, even though the stats show exactly the same, the performance may show slite differences. For example: pak 40 and 6 pdr ready to fire time.
Here is something interesting I found during testing:
1. Sherman E8 has, overall, the second worst AI performance among all the testing subjects. I don't know if it is a bug or not, but its main gun has almost no AOE.
2. Comet hull machine gun has the worst performance. It usually only dropped 2 to 3 models at the same time which takes panthers to drop two squads.
3. Yet perform almost the same, Sherman e8's machine gun cost ten ammos more than Sherman 76's and panther's
4. Panthers seem to have the worst tank turret reaction time. It usually starts to rotate its turret later the others.
Edits:
Since there has been people asking. I'll further explain why did I choose T-34/85, Sherman 76, Sherman E8, OKW P4, and Comet as the testing subjects, or in other terms, why do I consider them as premium medium tanks.
1. The tank should be able to have more than one on the field at the same time. So in this case, Pershing and OKW command panther were excluded.
2. The tank should be able to have the capability of fighting both infantries and armor targets. So, in this case, Sherman 105 and KV8 were excluded.
3. The tank should be able to move in fairly fast speed. Thus the KV1 was also excluded.
4. The selected tank should have a similar tank in its relative factions that are both cheaper and performed worse than it. That is why I consider the OKW P4 as a premium tank but not the OST one. |
If both were exactly the same, you will be playing Age of Heroes, not CoH2 itself. Game balance demands asymmetry, there is no point in the comparison and it is biased too. Vet3 is pen upgrade and OP shows it as "a cool bullet effect"
OP you tell us why you want to choose between ATGs when most of the time the issue is to have/to not have any ATG when mediums start to roam
I would like to ask you to read my post again, kindly.
My points were clear: And, most importantly, tell me a reason that I will pick an abandon 6 pdr over a pak 40 as the other factions.
The reason that I start this conversation is that it is very often to see dropped pak 40 and 6 pdr side by side on the frontline in team games, yet most of the time I only have one spare squad to pick only one of them up. It does not sound like it, but it is a critical decision. I never expected all ATGs in game to have exact same stats.
I know the " cool bullet effect " means the gun received a pen upgrade. Both 6 pdr and pak 40 receive the same amount of bonus pen after they fully vetted. However, even though it looks cool, the " a cool bullet effect " is also a warning sign that is telling you opponents that they are facing a fully vetted ATG. As being said, the Pak gun does not this cool looking warning sign, yet it is much more lethal as it reached vet three due to its faster reloading speed.
I do appreciate Stug life letting me know that 6 pdr can rotate insanely quick after reaching vet 2. So, if you have also noticed something that makes 6 pdr more worth picking than a pak gun, please let me know. |
Recently, I have been testing between UKF 6 pdr and OST pak40. Both At gun have very similar base stats. However, I found out something rather interesting.
In comparison:
Pak 40:
Take less exp to vet up.
Much more useful secondary ability.
Reload a little bit quicker at vet 3.
6 pdr:
Faster ready aim time at vet 0( did not find out any difference base on pure stats but found differences during field testing.)
15% aim bonus to light armors( maybe have been removed)
The cool projectile effect after reaching vet 3
Please let me know if I have missed anything impoartant. And, most importantly, tell me a reason that I will pick an abandon 6 pdr over a pak 40 as the other factions.
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