Let's do concrete values. Let's say that horizontal scatter is 1 on each direction, and vertical scatter is 2 on each direction.
That gives us a square which has size (|-1| + 1) * (|-2| + 2) = 2 * 4 = 8
Now, we increase all scatter values by, say, 25%. That means that 1 gets displaced to 1.25 and 2 gets displaced to 2.5. The area of this would be:
(|-1.25| + 1.25) * (|-2.5| + 2.5) = 2.5 * 5 = 12.5
Thus, the net increase is 56.25%.
Alternatively, you could have calculated the net increase directly, by simply raising the 1-D difference to the square (1.25 = 1.25 = 1.5625
In the case of your trapezoid example, the 2 is the diameter. Thus, 1 is the radius. Thus, a 25% increase will still increase both the radius and the diameter by 25%.
Regardless of whether you multiply the whole value by 1.25, or multiply both halfs by the same amount and them add them together, the result will still be the same!
OK, I see it, I added even worth the opposite axis. I apologize for my math.
And thank you for refreshing the my mind.
Today I want to talk about the IS-2 and ISU-152 - they suck, they don't cost their price.
IS-2:
- GNR gun against tanks, constant not hit / no penetration
- Low damage against vehicles
- GNR against infantry
- Slow and clumsy
if you are against the King Tiger - pray and run. Only the DShK does his job well
ISU-152 - anti-everything, anti Nothing:
- AT shell penetration weak, weak damage against heavy tanks
- Explosive shells no more tank crew contuses
- Shooting in the ground or a mound
suggestions?
I dont see this vehicles in game after the last nerf.
IS-2 is similar Tiger. Panthers and T34-85 works better.
The impact zone is not an ellipse, though. It's more like a trapezoid with the parallel sides curved.
In either case though (1.25 * x + 1.25 * |-x|) * (1.25 * y + 1.25 * |-y|) = 1.25 * 1.25 (2*x * 2*y).
(The original area before the multiplied set in was already (2*y * 2*y).
While on each side to enlarge an area of 25%. You get side of this sqaure 1,5x bigger.
You got a bug and it's still counting enlarged on one side only.
(1.25 * x + 1.25 * |-x|) so you can not count so, you ought to result in extra one entire side x, no?
(2*(0,25*X)+X) * (2*(0,25 *Y)+Y)
For example, Square 2*2 = area 4 units
25% bigger side on each side means square 3*3 = area 9 units (125% greater)
PS: I think that the scatter penalties are a quadratic function. 25% penalty each direction in the cone will make the area 50% bigger.
should not be 100% bigger?
(25% applied on x,y and -x,-y coordinates means area in X 1,5 bigger and in Y 1,5 bigger. Impact Zone not be square (which would be 125% bigger), but some ellipse)
I just find it annoying that it's really hard to punish tankdiving as brits. A panther or pz4 can just yolo in and yolo back out when it hits half health and unless you compound tulips (assuming you bought a firefly) and a gammon bomb (assuming you went hammer and the panzer is retarded enough to get hit by tulips), that tank's probably gonna make it out. Also, if you do get the kill in the way I described, that's like nigh on 200 muni for one tank kill on an overexposed tank. Although really I do think that the best way to do everything as brits is to use a mishmash of units. They get a lot of pretty cool abilities even if most of them did get nerfed to shit somewhere along the way from release to now, and combined arms makes up for some of the random things they lack (snares, for example).
I don't know what my opinion is on whether or not they need a snare, and I'm probably not quite good enough to say anyway, just thought I'd share my thoughts.
For these cases you can lay some mines. You can give Tommies one Bren and one Piat. Sniper have something like snare (sometimes bugy). Brits AT guns ares quite good. You can get early Cromwell. Comet is comparable with Panther (more AI, less AT). Firefly with appropriately micro is deadly. With good tanks and AT gun, I dont have feeling, that I miss snare.