Did you build minesweepers after that?
Also I place my mines on roads most of the time as they are transportation routes for tanks more often than not. Does negative armour modifier affects mines damage? If yes, maybe that's the reason of squad wipes?
Additional damage has no effect on squad wipe potential for soviet mines, since they are already dealing 100% damage in their whole explosion radius.
Which is 200 damage, slightly higher than HP of infantrymen. |
The Panther should be at 240, we are looking into it.
I have already wrote about it here and here - I guess I'll just send you a PM next time if I'll find something like this again.
Also, Strummingbird - I'm sorry to say, but I had some bugs in the DPS values at range in the DPS graphs, which made most weapons to have only 75% accuracy against a 20 size target at point blank range. Potiential DPS value on the main page of ballistic weapons was correct though.
It most likely won't change the effects of most of comparisons you've made (depending on which stats you've used) but it'll make time to kill times much shorter at point blank range.
Nevermind, it's pretty obvious now - you just haven't taken into account lower accuracy at longer ranges.
[..]
- Puma close, mid penetration is bugged? it should be 120/100/80 I believe
I think the Puma has such big differences between it's penetration values at range, since they wanted to simulate APCR ammo. Either that or the person who typed in Puma's penetration values was the same one who botched the ones for Panther's gun. |
KV-1 does in fact have the same gun as the T34, meaning it has the same changes the T34 got to its main gun.
Panther penetration is 220/240/260 (far/mid/close) for reference.
According to game files, Panther's penetration is 160/170/180 (far/mid/close) - unless Panther is using a different stat from the files than all the other tanks do to decide it's penetration. |
I saw Puma destroying KV-8 today (!)
Not really hard, since at close range it has 160 penetration. |
I haven't checked everything yet, but I've found an undocumented change for P4 - it had 110 penetration, now it has 100.
EDIT:
Was wrong, 100 is the far value, penetration hasn't changed for the P4. |
If anyone's interested, stats of those new vehicles:
"East German" Puma
"Soviet" Sherman |
If it doesnt show any German war crimes, then who killed the soviet POW´s in the prison camp (in the mission where you get the ISU-152 during summer)
10th mission, "Lublin"? It wasn't a PoW camp, it was a Nazi concentration camp - maybe not strictly an example of war crimes, but actually something even worse.
Of course, some people might have been raging too hard from previous missions to even notice this. |
I'm playing devil's advocate a bit here, and I'd be a fool to argue dps with wooof, but Tensai's site has Granatwerfer 34 81mm Mortar barrage listed as 18.8 dps. Upon closer inspection I can see that 6.14 is the 120's auto dps; the correct 120mm barrage dps is 9.7. So only 2x more dps on german 8cm instead of the 3x I had originally listed.
However, as wooof knows the mortar damage is 80 for both and so the dps value is only useful to show just how much faster the 8cm mortar can fire.
The 120mm shell has a radius of 9.0 compared to the 8cm radius of 6.0. That of course is significant. Is significant enough to be cost comparable to two barraging 8cm german mortar's? That I'm not so sure about.
I still contend that the 120mm effectiveness is mostly a perceptive fallacy based on german smaller squad sizes, reliance on weapon teams, and confirmational bias when players witness a lucky hit.
As far scatter is concerned both have a scatter angle of 12, the 8cm has a smaller scatter distance of 14 vs 15. I can't claim to know how to properly graph the effective scatter at a fixed distance between the two. But I can say that in order for the 120mm to be effective it must be brought up as close to the front as possible just like the 8cm.
The dps numbers for mortars should be correct on my site. But you need to remember that it's basically just a number to describe rate of fire - since it assumes 100% damage done by each projectile (so 80 damage for mortars) and it excludes any AoE. |
MilkaCow and wooof are responsible for that spreadsheet - I'm not up to date on the community to know if/when they will be updating it though.
You can also check my stat site - it's updated to the latest patch, but some things are still missing (like mid range data, in addition to near and far, to create proper DPS charts for weapons [dps at min/max range is mostly correct though]), since I've lost interest in CoH mid November last year, but I'll be most likely working on it soonish again (for some time at least). |
Your details:
Steam Alias: Sturm Pony
Steam ID#: 76561197994934860
Your partner's details:
Steam Alias Stahl Pony
Steam ID#: 76561198023584088 |