Offtopic you guys saw the wins from allies in 1vs1? 3 time 52 % allies faction. poor wehrmacht 44 % lol.
Brits with the highest. But on the other side you don't see brits in 1vs1 Cups, because people know how to counter it.
It's OKW with that horrendous winrate, not OST. OST is 53%, 51.8%, 49.7%, 50.7%.
The Brits in 2v2 took a dive tho. Actually just started to worry why my UKF rank dived this patch, lol. Could be totally my mad bad shape tho.
With all being said, the stat is inconclusive, because it does not show performance per ladder placement.
I play all factions.
My team haven't had much of a problem against axis heavy TD's https://youtu.be/h-WguJkKYnY?t=656 (this is an extreme example though)
The problem is that you need insurmountably more effort to deal with heavy TDs then be effective with them. And on top of that such units promote camping. Camping promotes boring and stale gameplay.
Come on, balance team, you already did it with ISU, for which I'm very grateful, do it to JT and Ele.
Stuff like JT and Elefat is why I can't play 4v4. ISU used to be on that list, but since it is in the bin...
It always baffled my how units with extreme range, humongous health and armor paired with ridiculous damage are present in the game. And there are no reliable, and since last patch, unreliable counters to those. And to add the salt on the wound particular unit is able to self spot...
taking your signature as an indicator, i assume you're mostly talking about team games (and rather 4v4 than 2v2), because in 1v1s and, to a slightly lesser extent in 2v2s, blobbing is not really that much of an issue.
in any case, no matter how much people despise it as a noob tactics, blobbing or concentration of force is a viable strategy both in-game as well as in real life.
In real life you need to advance in line parallel to position, not in a tight pack of 15-20 people or else stray bullets have significantly more chance to hit soldiers near the target and the tighter the formation the higher the chances. But in terms of pure infantry vs infantry combat those two to examples in COH 2 are identical, since COH2 bullets do not have scatter, like tank shots do.
As an example:
wind_up is 0 seconds -> 0
wind_up is 1 second -> 1.125
wind_up is 1.1 seconds -> 1.125
..
So here are numbers form Serelia's website from DP-28. I added presumable adjusted numbers in brackets:
Those numbers AFAIK were taken from in-game files. Does all this means they are incorrect (except cooldown)?
Also If I understood you right there is literally no difference between delay of 0.51 and 0.625.
I'll sum these up slightly since they target similar issues:
Kliement & Vipper:
The tank gun tests I did back then showed exactly this behaviour: Always round up to the next 0.125 step, but add at least 0.125. But either small arms behave differently, or the 64 bit update changed something. The stats for small arms all work differently. Some show the rounding behaviour, some show a simple 'just add 0.125', others stay as they are. Even if they are not a multiple of 0.125. A 1.3 second delay is possible for cooldown, on the other hand a 1.3 windup will always become 1.375. I have no idea why. I noted down how every single stat behaves in the stat overview spoiler. At least this is what my tests got me.
Ok, so if I understood you right fire_aim_time, wind_up, wind_down should be divisible by 0.125, or it's ried to in-game time, e.g. if fire_aim_tim finished in .387 fraction of a second it will be prolonged to 0.5 in real time? Also cooldown and burst duration can be anything and are not affected by the tickrate?
Sorry for stupid question, but does all this mean that in order to calculate the correct dps you need to add 0.125 sec to every delay stat during shooting, except reload time, if it is bigger then 0?
e.g. fire_aim_time + wind_up + wind_down + cooldown +0.125*4
Probably because they are closer then you think, in fact so close stat wise that it's not so easy to decide how much. My gut feeling and experience tells me that t70 is better, but if you look at stats it is clearly not 'bad' as of M8 and 'great' as of t70 type difference.
Wow. Incredible youve compared a greyhound to a t-70, like, lmao what???
The greyhound is bad in 1v1 and in larger modes sanders, Its just bad. You're not going to break anything by giving a CP reduction or cost reduction for a subpar LV.
It actually kind of is, except it has ubiquitous innate sight range from a get go. T70 seems like has better AOE tho. It is honestly not that bad. Probably not t70 level good, but not bad either. And the doctrine it is in - top notch.