More like if 100% is base and you add 3%, then you'll have 103% as new 100% and bulletin will add another 3% to that new 100% value which not is 103% and so on.
Simple, right?
not when you explain it like that. its just 1.03^3
1* 1.03= 1.03
1.03* 1.03= 1.0609
1.0609* 1.03 = 1.092727 = 1.03^3
the difference between multiplying and adding is really negligible though (in this case, with 3 bulletins at 3% the difference is .2727%) |
If anything it should be better at penetrating armor. Currently it's only good vs light armor which is a little odd.
it has only 20 less pen than the m36, but its 2/3 of the cost. |
lots of exaggeration in this thread..
first of all, its the slowest vehicle in the game. after the engine upgrade, it does have a higher top speed than the elefant (negligible, 3.6 vs 3.3), but that alone hardly determines how responsive a unit is. even after the upgrade it has only 14.4 rotation speed (compared to 16 for the elefant). the real weakness to this unit is it only has .5 acceleration (elefant has 1.4). this thing is extremely vulnerable to flanks.
as for "spamming" them. you really have to be doing something wrong to let okw get 6 tanks worth 800 mp and 290 fuel.
each jagdtiger is roughly the cost of 2-3 jacksons, which will pen 100% from the rear. assuming every shot hit (and it has 26 target size, so its pretty likely) 2 jacksons would kill a jagdtiger in 9 seconds from the back. 3 jacksons would only take 4.5 seconds.
i wouldnt blame the maps. i think the problem is how soviets have decided to play since the expansion came out. they just spam t2 and let americans spam bars/bazookas. pure t2 spam was around before the patch, but its way more common now. camping leads to long games, which leads to late game units that counter your camping. |
keep in mind this is per entity, so rifles will beat grens at all ranges |
i just posted the graphs in my spreadsheet thread. that way you can get the exact numbers too if you want.
http://www.coh2.org/topic/6598/coh-2-dps-spreadsheet/post/175221 |
the sheet is now completely up to date with all the new units. as requested by wuff, i made graphs of small arms dps. i sorted them into categories by weapon profiles because theres just too many weapons now to read on a single graph.
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theyre all significantly more accurate. strummingbird has already provided the new stats.
Compare this to the Ostheer mortar, which has a scatter angle/distance of 10/8 and 9/7, and the normal soviet mortar at 8/8 and 8/6
they used to be 12/14 12/14 12/14 10/12 respectively |
I'm not sure on the exact stats of the HM120mm before WFA, but I'm very confident it was highly inaccurate both when attack-grounding and barraging, much more so than the GR34 81mm and the PM82mm.
Currently, though, it has a scatter angle/distance of 10/8 for default fire and 8/8 for barrage. This, coupled with a splash radius of 6, means it's very rare for the AOE not to damage a squad member with every shot (if I am interpreting the statistics correctly- correct me if I am wrong).
the last files i had extracted were from april 24, but the scatter used to be 12/15 for both auto fire and barrage. not to mention its damage was increased by 50%... its had a massive ninja buff. |
well all of that data can be found on my spreadsheet or tensai's website. its just up to someone to make a graph out of it. i might be able to do one at some point, but not until im done adding WFA vehicle stats to my sheet |
what is your build order? i almost always win the first engagement in 2v2s with those exact units. i build gren, mg, gren. its very important you get in close with your pioneers. rifles will beat your grens, but pios are stronger than rear echelon troops if you can get in close. just make sure youre ready to avoid volley fire by either getting out of sight or garrisoning a building. as long as your pio and gren hold on long enough for the mg to get set up, you should have won the fight.
i also typically go for a fast tier 2 right after my 2nd gren so i can have rifle nades. this only works against people who arent watching their units though. against better players, the munitions are better spent on lmgs. a fast scout car is also very effective against rifles since they need vet 1 to nade it. |