So Rifleman -43% + Grenadier +40% creates a net of -3%
Vs. Grenadier -23% + Rifleman 30% creates a net of +7% (although I believe Grenadier has a native -7% at Vet 0 if I'm not mistaken) so... Even.
Does seem that bad... or am I missing something here?
that's not how math works
it's 1.40 x .77 x .80 = 0.8624
and
1.30 x .77 = 1.001
even with the old rifleman vet, it's still
1.4 x .77 = 1.078
or maybe u did not know all lmgs on infy are all almost same,bars cost less,thompson and ppsh are great now after buff,panzershreck is costly,bazooka is versatile and can be picked by any infy and is cheaper than shrecks...why dont you take that into account or what about free vehicle crew repairs..without any handicap to the faction..??
bar cost the same as lmg42, 60 munition.
All the rifleman needed was a decrease in cost for the BAR, not a veterancy buff into terminators.
and probably a slight nerf to the grenadier's veterancy, specially the accuracy bonus to 30%
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I don't really see it?
Summed up vet bonuses for accuracy, cooldown, received accuracy.
Grenadiers: +40% accuracy, -20% cooldown, -23% received accuracy
Volksgrenadiers: -20% received accuracy, +60% accuracy -30% cooldown, -30% reload
Conscripts: 40% accuracy, -20% cooldown, -40% received accuracy,
Riflemen: -43% received accuracy, -20% cooldown, +30% accuracy,
Tommies -33% received accuracy, +40% accuracy, -20% cooldown
So from the basic infantry, we can see that germans get roughly -20% received accuracy while allies get around -40%. All infantry get -20% cooldown and bonus accuracy. However, the axis infantry benefit more from cooldown reduction and accuracy bonuses and tend to have higher damage per model than the allies in the late game. The germans also have more scatter, which means that missed shots can still hit other models. (i.e model A is aimed at, shot misses and hits model B)
I think you're too focused on the received accuracy bonuses, honestly.
conscript, tommies, and the rifleman are basically immune to bullets at vet3. This make a big difference. There is also very little difference in dps between the garand or the grenadier k98. In fact the garand is better at close range.
The only reason why the grenadier seems to get better offensive bonus is because of the lmg42. The main reason why the rifleman fell behind the grenadier was because the Bar was a piece of crap. Their veterancy bonus was perfectly fine.
the real takeaway from this thread is that they changed the way they did vet between vanilla and WFA and this generally made the later armies have better scaling. cons are a great example of this; they were fixed by slapping a massive received acc modified on their vet 3.
the rifleman veterancy was almost identical to the grenadier veterancy until recently. Buffing the rifleman's veterancy was an attempt to help the rifleman scale better but the veterancy was not the main issue. The main issue with rifleman's scaling was due to the weakness of the BAR and the weakness of the Pack howitzer until recently. |
I think that there should be a bigger difference between elite and basic troops-but this hurts USF a lot.
veterancy bonus are almost always multiplicative, and multiplicative effect are essentially self adjusting.
A more powerful squad will get more "raw" bonus due to the multiplicative effect.
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I like it, but only mech hq having 4 units, while flak and bhq have 3 is strange. I also think that having JP4 and Panther in same building is really strange.
HQ: 4 units (including the King tiger)
Mech: 4 units
medic: 3 units
Flak: 4 unit
it's pretty even. Medic is the only odd one out.
I wanted medic to have the elite infantry and support weapon, mech to have the light tank/vehicle, and flak to have the heavy and medium tank. Admittedly jpz4 together with the panther is kind of weird but it's the best place I could think of. |
the mortars, LeIG, and pack howitzer all have a .25 damage modifier against troops in building. You basically need to use infantry and/or tank to clear out buildings now.
The Centuar have a "regular" .5D/.4A modifier.
update: actually it seems normal tank gun only deal .25 damage to garrisoned infantry as well. You basically need to use infantry in a direct assault.
this include the stationary howitzer like the 105mm and 152mm |
made a mod implementing my outline earlier.
https://docs.google.com/document/d/1V99fxUtVTI50wBoYqzn0aBMOjISR4cp8zTfDlF9n2WA/edit
http://steamcommunity.com/sharedfiles/filedetails/?id=555404983
It's the first version, some issue are to be expected. In particular I haven't touched the 5 rank veterancy yet. |
Because Sturms have the fastest repair rate ingame, can upgrade to minesweepers, drop medical supplies, plant nondoctrinal mines, lay barbed wire? And because the nature of Sturms weapons make them effective vs squishy long range troops like Cons, and better for killing support weapons?
sturm base repair rate was lowered to 1.6 some time ago. While the minesweeper raise it to 2.6 it's still lower than what it was previously.
Oh so you would have prefer a nerf on gren? Because Gren were by far superior than rifle at the moment they equip their LMG.
the problem have always been the lmg42. They are still one of the best upgrade 60 munition can buy. It's far superior to the bar, tommies bren, or the non existence dreams of the conscript.
The only reason why rifleman had problem keeping up with the grenadier is the weakness of the bar. You needed two bar to get anywhere effective and 60 mu for each is just too much to ask for. |
I'd love to see the cover bonus to be an actual bonus instead of a penalty because as it stands piats on infantry sections are useless. Reducing DPS out of cover and increasing DPS in cover (right now the difference is almost unnoticeable) would go long ways to restrict blobbing. And of course remove double LMGs, but make brens and m1919s actually cost-effective.
the main reason cover bonus is actually a penalty is so tommies doesn't become death gods if they ever grab a mg34. |
Then we add fire aim time and ready aim time...
I'm pretty sure both the comet and panther have the same aim time anyway, so that extra time sort of cancel each other out in a comparison.
I can't be arsed to dig stats to check which tank is faster but the general consensus seems to be that Panther has better maneuverability, Comet has better top speed, Comet fires approximately 13% faster, Panther has roughly 10% higher armour and penetration. Their range is identical. The two tanks are pretty comparable in AT role, with Panther having a slight edge that can be undermined by RNG.
panther pen: 220/240/ 260
comet pen: 170/190/210
the difference in penetration is quite huge. Surely more than 10%.
also remember that comet is more expensive than the panther. I will say that the OST teching cost is too high. |
Well, this guy said panter have 7,38 reload but it's actually 6,1-6,4.
http://www.coh2-stats.com/ballistic_weapons/panther_kwk42_75mm_mp
Reload: Duration min: 6,1, Duration max: 6.4.
If Comet have 6,32 they are same.
6.1-6.4 + 1 second wind down. |