How ability that boosts accuracy and durability by 30% in AoE and arrives almost instantly is bad now?
I guess the fact it's in one very niche doctrine that isn't actually viable(out 3v3+ that) make it's uses less known. I hope this ability gets involved in more commanders(or the commander it self gets some love for 1v1's) when the commander rework patch comes along.
I'm using this spreadsheet for the calculations, although the version in the link is pretty outdated. Reminds me that I wanted to update that for quite a while already...
couldn't possibly have chosen a more favorable (or more deceptive?) example to prove your point
Honestly I choose the Sherman because it was a Jack of all traits kind of unit and nothing more. I couldn't have guessed that it would turn out like this.
There is also a reason I stopped arguing over anything here, I did do further testing against P4s, Centaurs, Ostwinds, T34/85, mg42, .50 HMG, Luchs, Stuart and alike. The conclusion I can to is against ballistic stuff (mg42, .50 hmg, autocanon of Luches) Rifles survive better by about 4-6s more. Against HE Ballistic stuff(centaur, ostwind) grens perform better on vet0 and same on vet3(rifle die quite a fair bit faster then grens but at vet3 their about the same), Against tank shots it depends P4's or t34/76 kills rifles and grens at the same speed while T34/85 kills grens a bit slower. I guess I can be happy with those kinda numbers tbh.
But I'll Make a prediction, VSL will get buffed a little maybe not in terms of stats maybe utility or cost in the future.
Ok, so I did some testing today with an updated version of my simulator, now including a crude approximation of MG DPS. This allows the sample size with 2,000 iterations to be quite a bit bigger that what would be feasible in-game.
So far the numbers in the OP are in the same ballpark of what i got, just the relative order is different.
The short version:
Using the setup in the OP (same formation, no cover, 25 m distance to target, Sherman w/ AP rounds, combined base DPS for Hull and Coax MG of 9.47) and the respective defensive stats for each unit plugged from serealia's site I get the following T2K values:
Vet 0 VSL Grens
0.91 TS
0% DR
EHP: 439.6
TTK: 36.2 +/- 5.4 s
Vet 0 Riflemen
0.97 TS
0% DR
EHP: 412.4
TTK: 33.8 +/- 4.9 s
Vet 3 VSL Grens
0.91 TS
20% DR
EHP: 527.5
TTK: 41.9 +/- 7.0 s
Vet 3 Riflemen
0.63 TS
0% DR
EHP: 634.9
TTK: 47.7 +/- 7.9 s
Actual probability distribution in the spoiler
Riflemen seem to die a tiny bit faster than VSL Grens, which they should considering their higher base RA. Vet obviously gives quite a bit more survivability but, in contrast to what I would have expected, the bonus RA of the Vet 3 Rifles seems to outperform the Gren's 20% DR. Quite surprising, as scatter and, hence, tank main gun damage is barely even affected by RA / target size.
And the reason for this leads us to...
The long version:
Looking at both the average damage dealt and models killed per shot over 2,000 repetitions, it's quite apparent that things are pretty even when the first shell lands - which it should, because at this point the damage output relies solely on the main gun and the differences in RA between the squads don't matter much (to illustrate, the chance of scoring a natural hit ranges between 3.3% (0.97 TSz) and 2.2% (0.63 TSz)). However, after that it gets interesting:
Now the average damage received increases inversely proportional to the EHP, suggesting the contribution of the Sherman's MGs becomes quite significant from now on. The extent of this contribution can be seen in the next two graphs, which summarize the percentages of the total damage and total kills, respectively, caused by the MG alone.
Obviously the MGs are responsible for the majority of the damage dealt and kills scored, with only about 20-30% coming from the Sherman's main gun. That as well should not be a big surprise, since the scatter profile of the AP shells isn't great to begin with. More importantly, due to the model spacing in the formation (average 5.9 m, minimum 3.6 m, maximum 10 m) it is literally impossible to catch more than two models in the AoE at the same time.
As a result, the superior RA of Vet 3 Rifles outweighs the 20% DR of Vet 3 VSL Grens by quite a margin, even though it does next to nothing against explosive damage at all.
To come back to the OPs conclusion: On paper I agree it looks like the survivability of VSL Grens is quite inferior to that of Vet 3 Riflemen, but I'd also say that you couldn't possibly have chosen a more favorable (or more deceptive?) example to prove your point:
The chosen squad formation to test this, together with the poor AI of the Sherman's AP shells means the result is dominated by the damage contribution of the MGs and, hence, the impact of RA on overall toughness (although I understand it is difficult to test other, more clumped formations in-game). For a more realistic test, I'd recommend to switch to a tank with better main gun AI, such as the PzIV or HE Sherman, where the added DR should have much greater effect. Also, choosing a more clumped formation, maybe even in light cover, should paint a more accurate picture of what to expect in a real game scenario where MGs are even less effective.
Wow you went tota; data scientist on this. Hmm... what did you use for 2000 itrs btw. This seems cool so was kinda curious.
Or, now listen to me carefully, it was a fucking MESS to balance 871 infantry armor types against 500 different damage types while every single infantry unit had a completely different amount of health on top of that.
CoH1 was balance mess and a nightmare.
This is why CoH1 is horribly imbalanced up until this day and was never anywhere near being balanced.
Sure, it was in better state then CoH2 during its first 2 years, but after that it and its messy balance were left so far behind, some people struggle to remember how much of a nightmare it was.
There was no RTS game in existence prior or post CoH1 which had as many different types of damage and armor and it was impossible to wrap your head around getting to know what does what.
You know a Hybrid system between that and one from from coh2 could also work. The base system would be the one from coh2 with target table of weights to each of the fields like pen, dmg, acc what not. If the target in question has an entry in that list then it's values to be modified with weights and if not coh2 style as usual(as I am saying this I have no idea of how coh2 is coded so..).
The problem with target tables is that it took way more time and it was a mess to balance properly as well. Here you have a problem between design vs implementation. Yeah it would be better if you could tune specific match ups that easily.
In your example, the LeIG would be balanced against the maxim but would be OP against .50 or Vickers.
Which is why target tables are only applied in a broad sense in really specific units.
also it would take a lot of time to manually set values of each field for each target if by chance a new unit was added or something. The current system while less nuanced and flexible but is more straight forward.
You.. do realize that vet does absolutely nothing for any infantry against tanks main cannons?
Disparity you see stem from MGs, squad formation and RNG.
Vet0 osttruppen or vet3 shocks, all die equally fast to tanks main gun if hull and coax won't shoot.
So not exactly sure what is the point of this thread.
Also, you made a critical mistake.
You don't compare vsl grens to rifles, because ost can't build rifles.
You compare them to lmg grens, because that's the alternative to vsl.