What's more, it has a 0.75 accuracy modifier on the move, unique to USF tanks, compared to all other faction's 0.5 modifier. Again, another advantage.
You were corrected because of that statement. Whats more your assuming a Jackson always has HVAP and while we are at it we can bring in the Blitz modifiers.
I wasnt aware whether or not you knew about the Jackson/Panther matchup. You need to turn your butthurt dial down. Personally I like being corrected on mistakes around stats because I dont have a huge ego to contend with and see it as growth.
Ah, got it. Yes I did remember the OKW panther in that statement, no I didn't bother adding it in because then I'd have to list all the exceptions- KV8, Luchs, etc etc. What I did wrong was forget to take that into account when replying to your post, which is my mistake, and I apologize. What you did was quote a whole chunk of text instead of actually specifying what you're trying to target- that the Panther has 0.065 long range accuracy. Bring that up and it'll make things a lot clearer.
And of course, you have to bring in personal insults, because you can't have a COH2.ORG balance thread without them. So here's one for you.
Check the Panthers moving accuracy. The OKW Panther has a better chance to hit a Jackson on the move at long range then the Jackson has to hit it due to it having a high base accuracy and .65 moving accuracy and the Jacksons unusually large target size..
1. I wasn't speaking in context of the Jackson at all. This was in response to NEVEC claiming that the M10 has significantly poorer accuracy than the JP4.
2. What you've done is cherry-pick the third most accurate (so close to the JP4/JT that it makes no difference) OKW Axis unit, with the highest moving accuracy of all axis units, compare it to a unit I wasn't even talking about, and say it can hit that (the Jackson) more than the Jackson can do the opposite- in one, and one condition only- at maximum range while moving.
3. You neglect to mention that the Jackson can pop HVAP, which brings up accuracy to more than the OKW Panther anyway. So the previous point doesn't even matter.
Jagdpanzer seems never miss shot on medium tanks even at hight range. Why not reduce it accuracy to wolverine level, it will be most useless unit ever than.
If you had taken the time to read, or indeed if you can read at all, I just pointed out the the JP4 has the same close range accuracy as the M10, and with HVAP activated the M10 has equal long range accuracy, AND has higher moving accuracy modifiers than the JP4.
You can't really say that without including target size for the accurate comparison.
Not all mediums and heavies have same target size, which means same 0.03 and 0.04 accuracy will give different results based on target as well as distance.
I used 22 for regular tanks, and 26 for large tanks.
All mediums except those based on the sherman chassis are 22. Sherman variants and vehicles based on the sherman are 23, I guess as a slight nod towards the high profile of the Sherman historically. The Jagdpanzer stands out with 17 size, the Stug at 20, and the SU85 at 22. I'd suggest equalizing all three of these low-profile vehicles at 17.
All heavies are 26, except the KV1, KV8, and Sturmtiger, which aren't really heavies to begin with ingame. They are sized at 24, same as the Panther and the Jackson.
Both 0.03 and 0.04 stats are for max range accuracy of the Wolverine, with and without HVAP respectively. Regardless, with only a single size-unit of difference between all mediums, it's fair to say that the results can be regarded as accurate (especially since all german mediums have 22 size).
Only 70%. Should be 90% and 99% because it's TD not t70.
That would mean there'd be no reason at all to manage the movement of the vehicle while firing, which would kinda take away a little intended micro trick in the game.. not to mention that laser-locking guided shells from 50 or 60 range is a silly concept anyway.
the Fatbar has always had mobility problems on custom maps before the most recent maps actually, due to a very large invisible box (boundary box, hitbox, whatever the term is). As a result it couldn't pass over bridges or go on terrain even the KT, JT, Sturmtiger could (example, it could not cross the bridges on Don River out of the south player's base).
That was evidently a bug, and it's been fixed in the most recent patch. I suspect that this was what caused the brumm to get caught on AT guns, trees, other tanks, etc so much. I haven't used it post patch but I suspect that the problem should be partially resolved.
Thats what i am talking about. TD misses shots at medium tanks at maximum range simply too often.
0.03 means 2/3 chance of hitting a tank, and ~80% chance of hitting a large tank at max range. 0.04 means a 90% chance of hitting medium armor at max range, and a 100% chance of hitting a large tank at max range. Definitely not inadequate.
Hit stop just before it completes reload and fires, that improves accuracy significantly (applies to every vehicle). It doesn't need to come to a complete halt, as long as you hit stop. This applies to every situation- if you know the approximate reload, even if you're chasing a target vehicle, you're better off hitting 'stop' for a split second just before your own vehicle fires instead of just pursuing at full speed.
M10 need accuracy buff. It misses shots too often.
The M10 has 0.06 accuracy up close, giving it the highest accuracy ingame, shared by other tank destroyers/hunters such as the Jackson, Panther, Jagdpanzer, and Jagdtiger, and higher than other TDs such as the Elefant and SU85. Accuracy at range is 0.03, higher than all regular tanks and only lower than the OKW Panther, Jackson, Jagdpanzer, equal to the OH Panther, and still higher than the Elefant and SU85. Using HVAP rounds gives it 0.04 accuracy, which is (again) the highest accuracy at range ingame, shared with the Jackson w/HVAP, Jagdpanzer, and Jagdtiger.
What's more, it has a 0.75 accuracy modifier on the move, unique to USF tanks, compared to all other faction's 0.5 modifier. Again, another advantage.
Tank Hunter upgrade is 50 munitions for 2 rifles. One guard squad at long range without DP straight up beats an LMG grenadier, when both have green cover. I haven't tried conscript w/ AT rifles vs grenadiers, but I suspect that the more cover there is, the better the AT rifles are (i.e. LMGs are better against targets in red, no cover, AT rifles better against units in heavy cover).