Imagine a world where BAR's are buffed to the point of gren MG42's, now imagine two of these BAR's equipped on a pathfinder squad. You know have a gimmicky balance problem even worse than Conscript PTRS's.
He's not suggesting to buff bars to lmg 42 levels. Currently 2 bars do about 75% of the damage of 1 lmg42 at max range. But he's not suggesting to change the ease of a-moving rifles, he want's them to be better when they flank, which means close to mid range damage. It is easily possible to adjust bars in a way that they'll do more damage at close and mid range and maintain their performance at long range by either increasing the rate of fire or accuracy at close and medium ranges.
I think that his idea is rather good and wouldn't lead to problems with pathfinders since they need to be used at long range or they'll bleed.
Rifles could also be turned into better flankers by decreasing their movement accuracy penalty.
If you take one look at coh2 charts again you will see USF have consistently had a higher win rate than both Axis factions before and after the patch, USF were OP last patch and now they have seen balance changes people are crying out USF are useless even though they are still ahead of both axis factions.
I don't think it's any shock that americans are the least played faction in a WW2 game, people prefer axis or something different (Soviets, brits etc)
I wasnn't commenting on what is stronger/weaker, I provided some perspective at how to look at the presented data . What you do with it is up to you.
Your claim is false for 2v2 where Ost has outperformed USF (let me reiterate: this isn't a statement about balance it's just the results on coh2charts).
If you take a closer look at the results at coh2 charts you'll also find that the results for "this week" do not refer to the past 7 days but really to 1 day at the moment, which is again highly volatile.
Last but not least, what faction is most played and the reason you present for it is very subjective and there are strong indicators (also visible on coh2 charts) that ingame performance correlates with how much the faction is played. It is pretty obvious for OKW. This is also more in line with what we'd expect from a rational actor.
If rifles were so bad you wouldn't see USF leading the win rates after soviets, all these suggestions for 6 man squads, lower reinforce and extra accuracy are ridiculous.
Could you imagine dealing with 6 man flamer rifles on semois? Or 6 man def stance LMG rifles on crossing? it's already bad enough as is.
If you look on coh2charts again now, you'll find that the situation is reversed again for 1v1.
Two things are important to keep in mind when looking at these statistics:
1) For the top 200 the ratios can be volatile and can change drastically within days.
2) The sample size is important, because it corrects more for outliners.
So if you were referring to 2v2 you should take a look at how many games were played as USF and you'll find that the amount of games wasn't even half of how many games were played as Soviets. This allows for more extreme values - for better (in this case) or worse.
Hey guys, quick question. I recently bought COH 2 on Steam and when I try to pick a resolution, the highest it goes is 1920x1080. It doesn't even have 2560x1440 as a option even though that's my native resolution and I play all my games in that resolution, including COH 1. Has anyone encountered this before or know how I can get the game to recognize 2560x1440?
I've tried changing the values in the system config file but then my screen just looks weird and squashed, with the resolution drop down menu being blank. I have the latest drivers. I'm using an ATI Radeon 7900 series card. My monitor is an ASUS PB278 and again, my native resolution is 2560x1440. Thanks for any help.
I think the issue is that you're running the game in windowed mode. Run it in full screen and you should see all resolutions that your gpu and screen support.
In window mode upscaling didn't work for me either.
Just a small correction here. The major for USF is 120 not 80 fuel. Before the change in the mod patch it was 90 not 80, you might have confused it with the captain.
If you have a reload frequency of 1, you will fire twice before reload. A value of 0 is a oneshot weapon, any positive value is (1+reload frequency) shots/bursts per magazine.
I see. Thanks. I will adjust the formula to have magazines of 5 and 10 then. Thanks Cruzz and TensaiOni for pointing this out.
I've updated the spreadsheet and posted the right values now. Thanks again to Cruzz and TensaiOni who spotted the mistake with the magazine size.
Since everyone goes all Stephen Colbert on this problem (going with one's gut feeling), I took the liberty to look at the stats to maybe provide some material for a more informed discussion.
I think only a very few will argue that the ost sniper hasn't got more survivability than the soviet sniper, so what one needs to look at is how fast do they kill their intended target.
Please find the stats and formula used below
So with the stats and formula out of the way, we end up with the following comparison.
[now with the right magazine sizes] Thanks to Cruzzi and TensaiOni
Time to kill 1 squad
soviet sniper
ost sniper
against
cons/grens
far
45.65
43.5
mid
32.9
32.74
near
18.75
19.88
rifles/volks
far
57.06
36.25
mid
41.13
27.28
near
23.44
16.56
Time to kill 2 squads
soviet sniper
ost sniper
against
cons/grens
far
96.55
90.75
mid
71.05
69.23
near
42.75
43.5
rifles/volks
far
119.38
72.5
mid
87.5
54.56
near
52.13
33.12
The ost sniper outperforms the soviet sniper on a time to kill squads basis even in the intended matchup, the difference is rather small though for 1 squad(ignoring the near value, because the sniper wouldn't survive it). When the need to reload kicks in (against 2 squads), the gap widens slightly. A better example to illustrate how powerful the 10 round magazine of the ost sniper is, would have been to add a table for 3 squads, because it requires only 1 reload for the ost sniper and 2 for the soviet sniper.
As we go over to the alternative matchup (USF/OKW) we see the soviet sniper's performance significantly reduced. The difference is at over 20 seconds to kill a squad of equal size (5 entities). As we go over to 2 squads the benefit of a 10 round magazine, which can snipe 2 squads, becomes apparent as the performance gap widens.
Now with some new knowledge, I invite you to discuss
Time to perform 1 entity kill:
soviet sniper
ostheer sniper
far
11.41
7.25
mid
8.23
5.46
near
4.69
3.31
magazine size
5
10
reload time av
5.25
3.75
With this table you can do the calculations for different squads.
If anyone is interested, I could probably make a google doc out of my spreadsheet and then you can play around with the squad sizes and see what happens.