Just from some quick browsing:
The deflection damage for AT sections BOYS rifles gives too many digits of precision.
The comet vet 3 reload bonus is not reflected in the stats (unless there was a mistake in implementation and the bonus was never actually added...).
The luchs 2cm cannon does not list its target table (an accuracy multiplier against vehicles).
Some OKW units (mostly the vehicles) only have stats for up to vet 3, even when they receive relevant combat buffs at vet levels 4 and 5. For these units, tables for vet 5 would be very useful to have, if possible.
The ostheer 222 doesn't have the 2cm autocannon listed under its weapons, only a (presumably 221) pintle mg34. Odd since the pintles are clearly mg42s to begin with...
Partisan tank hunters are missing their panzerschreck. They only list their KARs currently.
Shock troop ppshs (found on shocks and airborne guards) are listed, but lack an actual name in their entry.
Trying to select the KV8 seemingly redirects to the KV2.
Assault guards do not have thompsons listed under their weapons, only svts.
Trying to select cavalry riflemen or penal battallions causes the website to hard lock/freeze.
Regular pathfinders aren't pulling the correct sniper weapon, and I&R pathfinders are missing it entirely.
Vehicle crews are missing the (doctrinally possible) thompsons and only have grease guns listed.
The WC51 lists only its gun stats at vet 1. It gets combat bonuses at vet 3, so listing the gun stats at vet 3 would be useful.
There are also a lot of dummy/unused/cut weapons, though I'm sure most people are aware of that fact since it was true of the last unit stats site too. |
I mean, yeah, no one is going to go for a 270 fuel unit in 1v1s unless its a guaranteed win. It still works with elite armor because of the resource boosting and the early t4 allowing you to stabilize on the map without any vehicle presence. Most people will get preemptive double AT guns, meaning mediums arent as useful and saving up makes them waste that manpower. Anyway,the point is that saving up 270 fuel in 1v1vs just isnt ever going to be a strong way to play the game no matter what you get as a pay off at the end, and thats probably fine. |
This also applies to indirect fire such as mortars.
Its not just mortars as well, its also tank shells. Its all explosives, and in fact, its all weapons.
As far as I'm aware, cover works by one simple rule: which direction was the projectile originally fired from. When you realize this, it becomes a little bit more intuitive imo. |
Since that patch gave us Pershings firing automatically I think people might of overlooked it lol
By automatically, are you referring to fire/reload rate? Because if you are, just remember that you had to de crew and re crew constantly to trigger the bug, so it was impossible to do on the pershing.
On the topic of fun bugs, my favorite was when veterancy was broken. |
ninja fixing
It wasnt even ninja fixed. It was documented in the patch notes under bug fixes but people just passed over it for some reason. |
I hope balance guys like J4J and Sturmpanther would consider stopping open hostility towards me every chance they get and AE stops roasting me about my complaints every day on twitch.
Sure, fair enough. I don't know why some people expect me to be amicable to them when they've openly and reptitively trashed on work that I and others I respect have done. They spend paragraphs of text, or minutes on end of speech, insulting us and then somehow act surprised when I form the opinion that they're, frankly, complete assholes and then treat them accordingly. Anyway, you've moved past this issue, so I will too. |
So what advice do u have for us if u claim we've been attack grounding wrong?
It was already included in the post. He said that you want to be attack-grounding at max range behind the target.
That said, I was under the impression that around half of the top level players knew to attack ground behind the target. Given air shots and the possible vertical component that was mentioned in this thread, I assume targeting max range many not always be ideal though, especially for vehicles with a smaller hitbox. |
Sanders numbers tell most of it. The other thing is that you need to think about what the biggest threat to obers is. The answer: not other infantry squads. Obers are essentiallly an infantry counter. Ober lmg vs stg performance against other infantry squads is only partially relevant. The bigger thing is how each upgrade stacks up against HMGs and tanks, the ober counters.
HMGs will usually suppress in the first burst, so killing them as fast as possible is necessary if you want to get enough value out of your obers. The STG upgrade does that decently, but why bother with some fancy flanks if you can just send two lmg obers at the front and death loop it from max range? Even the better anti cover performance isnt as important since HMGs will usually be placed for ideal coverage, not for ideal cover.
The other interaction is more straight forward. Being able to stay as far back as possible helps a lot when there are tanks running around. At 40 manpower a model, obers get heavily punished for being too far up. |
Considering the conversations ive had with noggano and kimbo (The latter who thinks you basically lose the game if you dont kill the AEC valentine combo before 13 min you lose, and the former who when asked about what to do vs brits was "So far i think only 5 man are a good answer") i can with certainty say they used brits a significant part for a good reason.
Then say that instead of pointing out that a more or less expected number of players in the top 4 used UKF. My issue isn't that you don't have a point. My issue is that half of the points you bring up are misguided. |
Anyway as for brits, Kimbo,noggano,me all used it and well... two of those made it to top 4 so???
Ah yes, Kimbo and Noggano, players who are clearly not top 4 material and were carried up there by brits. |