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Pocketsize: "I can't wait till they add british to CoH: O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada."
Post History of Volsky
Thread: Support Paratroopers no longer heal at Vet23 Mar 2015, 00:06 AM
Need I say more? Someone dun' goofed. In: COH2 Bugs |
Thread: Ostheer - MG42 19 Feb 2015, 01:41 AM
To the history QQ going around... 〈〈 MG 42 (Maschinengewehr 42) 〉〉 Country of Origin & Manufacturer: Nazi Germany (Mauser-Werke AG / Wilhelm-Gustloff-Stiftung / Steyr-Daimler-Puch - Nazi Germany) Chambered In: 7.92×57 mm Mauser Action: Belt-fed, Recoil-operated, Roller-locked; fully automatic Feed: 50-round Gurttrommel (drum magazine) or 50-round belt, OR 250-round boxed belt. Rate of Fire (Cyclic): 1200-1500 RPM (1200 for most; 1500 for 'elite' units; cyclic RoF increases by 1% (1.01) per shot; effect will last for the longest duration of a burst) Rate of Fire (Maximum - Practical): 500 RPM Rate of Fire (Sustained - Practical): 250 RPM Range (Minimum): 200 m (sight adjustment; practical for use even at point blank range) Range (Maximum): 3,500 m (indirect fire; tripod-mount only; only when equipped with optics) Range (Max Effective): 800 m (capped at 500 m in-game for bipod-mounted versions), 1000 m (tripod-mounted, in-game) Sights: Iron (Front post, rear V-notch) OR 4x magnification optics (tripod-mounts only) Accuracy: 4-5 Minutes Of Angle (MOA) Reload: 20-23s Other: « 7,9 sS (schweres Spitzgeschoß - Ball) » Standard ball round for German forces. Unmarked steel bullet. 760 m/s velocity 12.8 g mass (197 gr) Fuse delay: N/A (solid slug) Ballistic Coefficient: 0.44 Penetration: 10 = 1 5 = 3 = 1 = Damage: 49.296 760 m/s ÷ 1000 = 0.76 0.76² = 0.5776 0.5776 x 197 gr = 113.7872 113.7872 x 2.219 = 252.4937968 ft/lb (342.335621533 J) 342.335621533 J x 0.44 = ( 150.62767347452 J ) 150.62767347452 + 342.335621533 = 492.96329500752 492.96329500752 ÷ 2 = 246.48164750376 246.48164750376 ÷ 5 = 49.296329500752 ROUND -> 0.000 [ 49.296 J ] ----------------------------------------------------------- 〈〈 ПМ обр. 1910 ("PM model 1910", a.k.a. M1910 Maxim) & ПМ обр. 1910/30 〉〉 Country of Origin & Manufacturer: Chambered In: 7.62×54 mmR Action: Belt-fed, short-recoil, toggle-locked, fully automatic Feed: 250-round belt (non-desintigrating) Rate of Fire (Cyclic): 600 RPM* (As a Maxim weapon, cyclic RoF is adjustable from 350 to 800 RPM--600 RPM is standard for the 1910). Rate of Fire (Maximum - Practical): 600 RPM Rate of Fire (Sustained - Practical): 600 RPM (effective ROF is 2 to 4 (2 to 3 in case of bolt guns) times the clip/mag size of the weapon Range (Minimum): m Range (Maximum): m Range (Max Effective): 550 m Sights: Iron (Front post, rear flip up) Accuracy: 2-5 Minutes Of Angle (MOA) Reload: 31-34s Other: RoF will be set at 600 RPM standard, but adjustable from 350 to 800 RPM in-game. The Maxim is highly Reliable in the field and can chew through belt after belt of ammunition. « Л ("L"; light ball) » Copper, unpainted bullet. 855 m/s velocity 9.6 g mass (147 gr) Fuse delay: N/A (solid slug) Ballistic Coefficient: 0.458 Penetration: 19 = 15 = 10 = 5 = Damage: 47.137 855 m/s ÷ 1000 = 0.855 0.855² = 0.731025 0.731025 x 147 gr = 107.460675 107.460675 x 2.219 = 238.455237825 ft/lb (323.301891307 J) 323.301891307 J x 0.458 = ( 148.072266218606 J ) 148.072266218606 + 323.301891307 = 471.374157525606 471.374157525606 ÷ 2 = 235.687078762803 235.687078762803 ÷ 5 = 47.1374157525606 ROUND -> 0.000 [ 47.137 J ] ------------------------------------------------------------------- 〈〈 ДП обр. 1928 ("DP model 1928", a.k.a. DP-28), ДПМ (DPM), ДТ (DT), & ДТМ (DTM) 〉〉 Country of Origin & Manufacturer: Kovrov Machine Gun Factory; Degtyarev - Soviet Union Chambered In: 7.62×54 mmR Action: Gas-operated, fully automatic Feed: 47-round circular pan magazine Rate of Fire (Cyclic): 600 RPM Rate of Fire (Maximum - Practical): 100 RPM Rate of Fire (Sustained - Practical): 60 RPM (effective ROF is 2 to 4 (2 to 3 in case of bolt guns) times the clip/mag size of the weapon Range (Minimum): m Range (Maximum): m Range (Max Effective): 800 m (limited to 500m in-game) Sights: Iron (Hooded front post, rear tanget leaf) Accuracy: 2-5 Minutes Of Angle (MOA) Reload: 9-15s Other: Captured examples known as the MG120 (r) in German service. « Л ("L"; light ball) » Copper, unpainted bullet. 840 m/s velocity 9.6 g mass (147 gr) Fuse delay: N/A (solid slug) Ballistic Coefficient: 0.458 Penetration: 19 = 15 = 10 = 5 = Damage: 45.498 840 m/s ÷ 1000 = 0.84 0.84² = 0.7056 0.7056 x 147 gr = 103.7232 103.7232 x 2.219 = 230.1617808 ft/lb (312.057473419 J) 312.057473419 J x 0.458 = ( 142.922322825902 J ) 142.922322825902 + 312.057473419 = 454.979796244902 454.979796244902 ÷ 2 = 227.489898122451 227.489898122451 ÷ 5 = 45.4979796244902 ROUND -> 0.000 [ 45.498 J ] Explain to me, noting the effective sustained RoF, how the MG 42 was a face-smashingly good design. Was it better than a lot of MGs out there? Yep. But it's not like it was impossible for water-cooled MGs to utterly faceroll it in the sustained suppressive fire category. In: COH2 Balance |
Thread: Make War not Love 2 - The Rematch12 Feb 2015, 14:24 PM
Soviet Marines, comrades. Soviet Marines. In: Lobby |
Thread: Something you wish you could do better12 Jan 2015, 07:27 AM
I fight fair. Cons, T-34s, M5 HTs, Engies, ZiS guns (or Rifles, REs, Shermans, and ATGs). Combined arms. That sort of thing. I actually suck quite hard at cheesing. Thus, I get reamed in team games past the 10 minute mark, when micro starts to matter less and less ( In: COH2 Gameplay |
Thread: Dropped weapons9 Jan 2015, 17:03 PM
There is a 'pillage' system in place that's different than dropped slot items. It seems to function by hovering over the body (even dead) of a fallen enemy/friendly, and whatever that entity was last armed with, you obtain for the first entity in the squad that doesn't have a slot item, be it a Lt's Thompson, or the crusty old Mosin that that Pacifist Engineer just dropped. I still don't have it working, and it's not enabled in game, but it's in the game's files. EDIT: Also get that Nub Cannon 40/I out of this thread. Bane of my existence in RO2. I master the tough-to-use PPSh-41 in that game (high recoil, because reasons), and everyone and their dog spams their no-recoil death cannon from 250m, full auto. Blech. A right pain in the ass to reload, though. In: COH2 Gameplay |
Thread: [Speculation thread] So what's next Relic?9 Jan 2015, 08:59 AM
So, Lel, the Italian Campaign. Panzer.Division. „Hermann Göring“ FlaK.Rgt. „HG“ Pz.Aufkl.Abt. „HG“ Pz.Gren.Rgt. 1 „HG“ Pz.Gren.Rgt. 2 „HG“ Pz.Pio.Abt. „HG“ Pz.Rgt. „HG“ (ein Bn. Pz IV, ein Bn. StuG IV) Gets some of the first StGs, all the goodies (a fair chunk of the G 41(W)s shipped to that theater), TIGER TONKS, and badass uniforms. Then ofc the 3rd ID comes along and ruins their day with 155 howie spam up the chuff ))) EDIT: Anyone claiming I'm a full on Allied fanboy can go home. You're drunk. I've done my homework (admittedly, for my realism mod, but still, I've done it). 14. Armee 90. Panzergrenadier Division (first five days) Artillerie.Rgt. 90 (ein Bn. SP, zwei towed) Aufkl.Abt. 90 LW.FlaK.Rgt. 5 Mapping Trupp 190 <- lel I don't even Pio.Abt. 190 Pz.Abt. 190 (StuG IV, 1 Kompanie Pz IV lg) Pz.Gren.Rgt. 200 (reinforcing) Pz.Gren.Rgt. 361 StuG.Rgt. 242 (11 StuG M43, 22 StuG M42) StuG.Kompanie. 247 (7x StuG III) 114. Jäger Division Artillerie.Rgt. 66 Aufkl.Abt. 114 Jäger.Rgt. 741 Pio.Abt. 114 Pz.Jäg.Abt. 114 (1 StuG M42 kompanie) I Fallshirm Korps (PE) 4. Fallshirmjager Division Fallschirmjäger.Artillerie.Rgt. 1/4 Fallshirm.FlaK.Abt. 4 (mot.) Fallshirm.Pio.Abt. 4 Fallshirm.Pz.Jäg.Abt. 4 Fallschirmjäger.Rgt. 10 Fallschirmjäger.Rgt. 11 Fallschirmjäger.Rgt. 12 29. Panzergrenadier Division Artillerie.Rgt. 29 (ein Bn. Wespe, zwei mot.) FlaK.Abt. 313 (mot.) Pio.Bn. 29 (mot.) Pz.Abt. 129 (StuGs) Pz.Aufkl.Abt. 129 Pz.Gren.Rgt. 15 Pz.Gren.Rgt. 71 65. Infanterie Division Artillerie.Rgt. 165 Aufkl.Abt. 165 Gren.Rgt. 147 Pz.Jäg.Abt. 165 Pio.Abt. 164 715. Infanterie Division (mot.) Artillerie Rgt. 1/671 Gren.Rgt. 725 Pz.Jäg.Abt. 715 Pio.Rgt. 715 Korps Units 1/Pz.Rgt. 4 (Panthers) s.Pz.Abt. 508 Pz.Gren.Rgt. 1027 s.Pz.Jäg.Abt. 590 s.Pz.Jäg.Abt. 525 (Nashorn) StuG.Abt., 11. Luftwaffe Korps Luftlandepionier.Abt. 22 LXXVI Panzer Korps (WM) 3. Panzergrenadier Division Artillerie.Rgt. 3 (ein Bn. SP, zwei mot) FlaK.Abt. 3 (mot.) Pio.Abt. 103 Pz.Abt. 103 (StuG) Pz.Aufkl.Abt. 103 Pz.Gren.Rgt. 8 Pz.Gren.Rgt. 29 26. Panzer Division Pz.Gren.Rgt. 9 (ein Bn. armored, zwei mot.) Pz.Gren.Rgt. 67 Pz.Rgt. 26 (ein Kompanie Pz V, ein Pz IV) Pz.Aufkl.Abt. 26 FlaK.Abt. 304 (SP) Pz.Jäg.Abt. 93 (Hornisse?) Pz.Artillerie.Rgt. 93 (ein Bn. SP, zwei mot.) Panzer.Division. „Hermann Göring“ FlaK.Rgt. „HG“ Pz.Aufkl.Abt. „HG“ Pz.Gren.Rgt. 1 „HG“ Pz.Gren.Rgt. 2 „HG“ Pz.Pio.Abt. „HG“ Pz.Rgt. „HG“ (ein Bn. Pz IV, ein Bn. StuG IV) 71. Infanterie Division Corps Units 3/Fallshirmjager Rgt. 1 Fallshirmjager Lehr Abt. Luftwaffe Feld Abt. 7 2/SS Grenadier Rgt. 35 2/SS Grenadier Rgt. 36 Fusilier Abt. 362 Sturmpanzer Abt. 216 Funklenk Panzer Abt. 301 Pionier Abt. 60 Panzerpionier Abt. 811 Panzerpionier Abt. 813 Did yer' homework for ya (from my hopefully-very-soon-released mod, Operation SHINGLE (part of my soon-to-be-initiated mod series, Untutored Courage). In: COH2 Gameplay |
Thread: Favourite Unit?9 Jan 2015, 08:53 AM
RIFLES READY! With all due respect, Sir, are you high? Wait, wrong game ( In: COH2 Gameplay |
Thread: soviet t3 and t4 cost issues....9 Jan 2015, 08:41 AM
Lel, the Italian Campaign. Panzer.Division. „Hermann Göring“ FlaK.Rgt. „HG“ Pz.Aufkl.Abt. „HG“ Pz.Gren.Rgt. 1 „HG“ Pz.Gren.Rgt. 2 „HG“ Pz.Pio.Abt. „HG“ Pz.Rgt. „HG“ (ein Bn. Pz IV, ein Bn. StuG IV) Gets some of the first StGs, all the goodies (a fair chunk of the G 41(W)s shipped to that theater), TIGER TONKS, and badass uniforms. Then ofc the 3rd ID comes along and ruins their day with 155 howie spam up the chuff ))) EDIT: Anyone claiming I'm a full on Allied fanboy can go home. You're drunk. I've done my homework (admittedly, for my realism mod, but still, I've done it). 14. Armee 90. Panzergrenadier Division (first five days) Artillerie.Rgt. 90 (ein Bn. SP, zwei towed) Aufkl.Abt. 90 LW.FlaK.Rgt. 5 Mapping Trupp 190 <- lel I do don't even Pio.Abt. 190 Pz.Abt. 190 (StuG IV, 1 Kompanie Pz IV lg) Pz.Gren.Rgt. 200 (reinforcing) Pz.Gren.Rgt. 361 StuG.Rgt. 242 (11 StuG M43, 22 StuG M42) StuG.Kompanie. 247 (7x StuG III) 114. Jäger Division Artillerie.Rgt. 66 Aufkl.Abt. 114 Jäger.Rgt. 741 Pio.Abt. 114 Pz.Jäg.Abt. 114 (1 StuG M42 kompanie) I Fallshirm Korps (PE) 4. Fallshirmjager Division Fallschirmjäger.Artillerie.Rgt. 1/4 Fallshirm.FlaK.Abt. 4 (mot.) Fallshirm.Pio.Abt. 4 Fallshirm.Pz.Jäg.Abt. 4 Fallschirmjäger.Rgt. 10 Fallschirmjäger.Rgt. 11 Fallschirmjäger.Rgt. 12 29. Panzergrenadier Division Artillerie.Rgt. 29 (ein Bn. Wespe, zwei mot.) FlaK.Abt. 313 (mot.) Pio.Bn. 29 (mot.) Pz.Abt. 129 (StuGs) Pz.Aufkl.Abt. 129 Pz.Gren.Rgt. 15 Pz.Gren.Rgt. 71 65. Infanterie Division Artillerie.Rgt. 165 Aufkl.Abt. 165 Gren.Rgt. 147 Pz.Jäg.Abt. 165 Pio.Abt. 164 715. Infanterie Division (mot.) Artillerie Rgt. 1/671 Gren.Rgt. 725 Pz.Jäg.Abt. 715 Pio.Rgt. 715 Korps Units 1/Pz.Rgt. 4 (Panthers) s.Pz.Abt. 508 Pz.Gren.Rgt. 1027 s.Pz.Jäg.Abt. 590 s.Pz.Jäg.Abt. 525 (Nashorn) StuG.Abt., 11. Luftwaffe Korps Luftlandepionier.Abt. 22 LXXVI Panzer Korps (WM) 3. Panzergrenadier Division Artillerie.Rgt. 3 (ein Bn. SP, zwei mot) FlaK.Abt. 3 (mot.) Pio.Abt. 103 Pz.Abt. 103 (StuG) Pz.Aufkl.Abt. 103 Pz.Gren.Rgt. 8 Pz.Gren.Rgt. 29 26. Panzer Division Pz.Gren.Rgt. 9 (ein Bn. armored, zwei mot.) Pz.Gren.Rgt. 67 Pz.Rgt. 26 (ein Kompanie Pz V, ein Pz IV) Pz.Aufkl.Abt. 26 FlaK.Abt. 304 (SP) Pz.Jäg.Abt. 93 (Hornisse?) Pz.Artillerie.Rgt. 93 (ein Bn. SP, zwei mot.) Panzer.Division. „Hermann Göring“ FlaK.Rgt. „HG“ Pz.Aufkl.Abt. „HG“ Pz.Gren.Rgt. 1 „HG“ Pz.Gren.Rgt. 2 „HG“ Pz.Pio.Abt. „HG“ Pz.Rgt. „HG“ (ein Bn. Pz IV, ein Bn. StuG IV) 71. Infanterie Division Corps Units 3/Fallshirmjager Rgt. 1 Fallshirmjager Lehr Abt. Luftwaffe Feld Abt. 7 2/SS Grenadier Rgt. 35 2/SS Grenadier Rgt. 36 Fusilier Abt. 362 Sturmpanzer Abt. 216 Funklenk Panzer Abt. 301 Pionier Abt. 60 Panzerpionier Abt. 811 Panzerpionier Abt. 813 In: COH2 Balance |
Thread: [LMGs] Food for thought!6 Jan 2015, 22:16 PM
At least Relic didn't make LMGs realistic! Otherwise you'd have QQ threads when your LMG grens flopped down on their stomachs and started opening up a box of ammunition...6 seconds later, finally ready to engage. Oop, incoming grenade! Just give them 11 seconds to pack up the gun and they'd be golden! In: COH2 Gameplay |
Thread: [LMGs] Food for thought!6 Jan 2015, 22:05 PM
Probably doesn't help your target-hitting ability though. I think shooting it from the shoulder is just flat out more economic and accurate. In: COH2 Gameplay |
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