By the way, you're calculating the adjusted OKW fuel cost incorrectly.
Assuming 66% fuel income for OKW, Puma's adjusted cost would be 106 fuel, not 93. |
I don't know, the change is substantial, especially at 20+ range, but I'm not sure if ~1 DPS difference would make or break a CE heavy strat. |
If you want to speak about squad models individualy, let's compare it a little: OS model armor: 1.0. ShocK model armor: 3.0. Os model HP - 80. Shock model HP - 80. OS model mp cost: 100. Shock model mp cost: 65. Os population: 2.0. Shock squad population: 1.66.
looking at what you said and at these figures, I dunno, but they are looking pretty balanced to me!
@Katitof - Ummm I wouldn't say so. He still needs to work on it.
Shocks have 1.5 armour, not 3. |
Cost. its probably the most cost effective vehicle in this game.
it is very good at killing infantry
Since when a single 11 DPS MG is very good at killing infantry? |
Ostheer mortar shoots about 60% faster, but has very slightly larger scatter.
Precision barrage is also a superior ability, in my opinion at least, to the counter barrage of Ostheer mortar.
If you are interested in stats, you can check them out on my site:
Soviet mortar
Ostheer mortar |
Live server BARs: 10.48/5.66/2.95
Beta BARs: 12.16/6.93/3.7
It's obviously DPS at near/mid(14)/far range. |
Furthermore, cheese can be defined if there are no valid transitions out of the said strategy.
Cheese is not:
- Kubel openings
- Double Soviet snipers
- Double M3 flamecars
- Maxim spam
as these are all standard openers for their respective factions. They may be easier or harder to execute, but they are all standard builds (the "meta".)
Cheese would be something more akin to:
- 6 RE starts > Fighting Positions
- Lenny's 8 to 11 conscripts
- Barton's 5S strategy
- 3 Kubel starts (prior to 40 range buff)
Maybe that's a SC specific definition, but the definition of "Cheese" I was living with my whole life (and everyone I personally knew used) was basically something that's pretty easy to use (strategy, combo, whatever else) while being very, very effective and hard to counter (when compared to the skill level needed to pull it off at least).
Also, I don't think that's just because something is the current "meta" it can't be "cheese" at the same time. After all, one can be forced into "cheese" strategies just to counter "cheese" from their opponent. |
http://www.coh2-stats.com/small_arms/m7b1_priest_m2hb_50cal_mounted_mp
3.819 3.035 1.531
vs
http://www.coh2-stats.com/small_arms/m20_utility_car_m2hb_50cal_mounted_mp
22.406 10.278 3.062
Differences (M20 value):
Damage: 4 (8)
Range: 10/-1/-1/max 35 (0/20/40/max 40)
Don't understand why the short range (and mid) DPS is so different, shouldn't it be a lot closer to half of the M20 (the range scaling slightly changing values)? Something fishy going on with the -1 mid/far range values?
Ok, messed up DPS values when mid_value wasn't present. Haven't really caught it since I haven't expected Relic not to use the mid value after they have added it
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Would it be possible to mark the stats/items that might contain errors somehow?
Any idea about the dps of the irregulars and the partisans?
Well, I don't think it would be that useful - since generally what is on the site, is correct. Unless it's an effect of something that isn't implemented yet. Like, lack of out of the box upgrades for some squads (PTRS for Guards and so on).
That's most likely the case with partisans. Not sure what would be wrong with irregulars though.
Hey Tensai,
I have another question. For the PTRS rifle, how are you calculating the DPS there? I was looking at the spreadsheet and it seems that using the numbers there, I get a different value for DPS than when looking at the graph. Also, on the site it lists near and mid range as -1, but the spreadsheet has values for near and mid range.
The way I was doing it using the spreadsheet was looking at the column "Total time including reload", which was 28.85, then doing 1/28.85 * ( the damage of ptrs, 40). Then I multiplied it again by 6, which is the number of shots fired before reload. I get a much lower number than what is shown on the graph. Where am I making a mistake? Thanks!
Someone smart at Relic did put burst data for PTRS, which is interpreted in a wrong way on my site , so DPS will be wrong until I fix it. - fixed now.
As for DPS at certain ranges - if a weapon has no near/mid/far range, it displays DPS at 0/half/max ranges. So in case of PTRS 0/20/40.
So by that logic, the Obersoldaten MG 34 is actually an "upgrade" they get on spawn?
Yes, that's how Relic handles it.
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Upgrades aren't listed under Weapons, you have to find them manually.
That said, I never found the 222 upgrade either, I found one named similarly, but it's not the right one. The DPS bar says it's weaker than the weapons used by gun crews.
It has very low accuracy, because it's using AoE damage to damage infantry (like tank guns) - the AoE isn't displayed yet though, because it's classified as small arms and no other small arms have AoE damage.
Also, like in ballistic weapons case, you'll need to multiply it's accuracy by the target size to get accurate DPS values.
Question, are the stats for the Armour-Piercing Incendiary ability listed anywhere? And is it the same stats for the MG 34 and MG 42 or are they separate?
Right now the ability adds some modifiers (like 3x penetration, IIRC) to the weapon - and abilities aren't in yet. From what I remember, they were the ability was the same for both MG34 and MG42.
The chart for assault Guards seem to be of. There for 6 SVT and if remember correctly they come with 3 SVT and 3 PPhs
http://www.coh2-stats.com/soldiers/guard_troops_assault_mp
but you are probably aware of the problem.
Keep up the good work.
Yes, I know. Some squads get "upgrades" out of the box (like regular guards or guard assault troops) - it'll be fixed eventually.
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