Very good changes. One question though.
Balance Preview Update 09/04/2015
Universal Carrier, WC51 Doge, 222, Kubelwagon, and M3 Scout car now have 50 bonus accuracy to snipers type.
Why is the m20 not on that list? It seems every faction now has a non doctrine unit that is now a good counter to a sniper.
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Yeah I don't know why I thought it was 1 for 3 instead of 1.33 for 1 (happens when your having to make so many points at the same time). Regardless, MP =/= Munitions, and acting like upgrades = manpower is pointless. The fact that BARS are 10 muni to expensive doesn't mean that Rifles need a massive buff to Received Accuracy.
I'm not arguing that it makes sense to compare units on that basis. I'm just here to call out painly wrong things.
The problem with rifles isn't the cost of the bar or their dps, it is that they die very easily in the late game. The patch addresses exactly that. Whether or not the modifier is too big is another thing.
Would be nice if you toned down the hostility, was just an honest mistake
There is no hostility here. It's a friendly request. |
Actually a large amount of them do. Obers need their LMG to be useful (75 muni), Stormtroopers need StG's (100 muni), Volks need Shreks (112 muni), and the best thing about JLI is their munitions based abilities such as Booby Trap and Sprint.
Since when is a shreck an upgrade volks require to compete with other infantry? Last time I checked it was an at weapon that should lower the squads ai capability (excluding rng snipes).
MP to munitions is not a 1 to 1 conversion. Generally the accepted formula is 1 MP = 3 munitions. So it's 280 + 40, not 280 + 120. Obers ARE better than rifles at max vet! I would certainly hope an extremely expensive specialized unit could do what it's supposed to do! You make a good case for making the BAR 50 munitions, but not a good one for hyper good Rec Ac on Rifles.
This is complete fiction. First of all there is not an accepted formula. Second of all, all recources are always worth more, not less, in manpower. The only indication that we have in the game, is the Luftwaffe Supply Drop Zone, which grants 150 munition for 200 manpower. This is an exchange rate of 1 ammo being worth 1.33 manpower.
If we actually used this exchange rate and not some stuff we just make up we end up with the following: 280 + 120*1.33 = 280 + 160 = 440 (this result ignores that bars need to be researched).
Please refrain from completely making stuff up and presenting it as a fact. |
.97*.77*.75=.56
That's how durable new riflemen will be, as they get .75 multiplier at Vet 3.
Yes, Gandalf had the last number wrong, he still got the formula right. That was what I was commenting on. |
I'm pretty sure veterancy bonuses are not applied that way.
I think it's more like: 0,97 (starting RA) * 0,77 = 0,7469 * 0,85 = 0,6348 (~0,64 RA).
Yep, this is how it works.
Vet 3 1919 users (the 1919 is essentially a LMG42 stat wise)? Because these changes taken as a whole are going to make Infantry Company basically the go to doctrine every single game because it gives you Schu/Soviet mines on your basic infantry, the highest damage artillery unit, vet 0 sandbags, ect.
It's 0 command points. Veterancy has never been a requirement for building sand bags. |
3 things people need to actually do before they lose their mind in the forums:
1) play the mod
2) realise that rifles do not do more damage, the bar was only improved to do more damage on the move, it will still suffer from an accuracy penalty of 30%. So a bar won't be doing any more damage than it has done. It will only do 10% more if the squad is moving compared to what it has done when they were moving before the change. The universal consent is that the bar is one of the weaker lmgs, this change doesn't make it perform any better it just makes it a more viable flanking weapon. You'll still have to be at close to mid range to out dps an lmg gren squad with 2 bars (120 vs 60 ammo).
3) The change will only make rifles less vulnerable to small arms. Everything else, will still kill them just as easily. The aoe damage changes even make rifle nades or nades in general deadlier than ever.
Rifles will just be around longer, they won't do more damage and this is exactly what they needed to do, not die as easily as they did in the late game even if they reached vet 3.
The thing that needs to be looked at is elite riflemen because they come with vet already, which can upset things. There are 2 things that could be done here:
1) Let elite riflemen keep their vet bonuses and not profit from the new changes.
2) Change it so that rifles can only get vet 1 when they're called in.
(I'm pretty sure, that 1) is true in the preview patch because elite riflemen are a separate entity in the game files)
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Nope?
He said free access, as in you get it with your normal progression during the matcch and do not have to pay extra for it like Soviets or the vet requirement for USF or the need to call upon a call-in unit for OKW. He didn't say using the ability was free |
Just remember that BARs are typically more effective on riflemen, so outfit them before you outfit your RE, unless you are already lategame.
Bars are only more effective on riflemen if you consider the dps of the other members in the squad. The entity with the bar does exactly the same dps as a RE model does. Actually, the RE model will do better after the 20% accuracy boost at vet 1. Only when rifles reach vet 3 they'll be better.
If you consider your whole army's dps, it's actually smarter to give the bar to the RE because the delta between the dps of their standard rifle and the bar is a lot bigger. But I can see how giving it to rifles can be preferable for maximum damage output in one unit. |
Is that the old leak? Or a new leak?
I thought they had abandoned this?
This is really old. The reward items have been in the game files since WFA or so. |
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Same penetration so P4 does not have more AT unless you are speakin of long range combat Kappa but I never have that problem since I always rush my shermans in close range. coh2-stats.com
The p4 is not just superior with regards to anti tank capabilities because of the better penetration, it's also due to the difference in frontal armour (another 20) which adds up to 40 at far, 30 mid and 20 close. The weaker armour of the sherman makes the p4 perform better comparatively. This is ignoring the p4's armour buff at vet 2.
Also adding to the p4s better at performance is its faster reload. |