I have two questions regarding scatter.
1) It is possible to calculate the probability that a scatter roll will connect with a target?
It's probably not even that complex, but it has been far too long since I did geometry so you'll have to work it out yourself.
I mean you'll basically be just working out what is the green area enclosed by the blue lines (shots that will hit), minus whatever areas there are where your shot could fall short, overshooting is obviously not a problem as that'll hit the target (for ballistic weapons, anyway), compared to the green area enclosed by the black lines (total scatter area)
Circular segment with h being vertical scatter centered on the centerpoint of the enemy unit and theta being scatter angle, blue lines angle is probably fastest to just approximate, though you could of course calculate it from the simbox size of the enemy unit.
2) How does moving scatter penalty affect the scatter profile of a gun?
e.g., say that the entity has a moving scatter penalty of 2:
- Do I multiply both horizontal scatter and vertical scatter ratio by 2?
- Is vertical scatter still capped by the original max_scatter (or do I also have to multiply this one by 2)
Yes you multiply both, and max_scatter cap is absolute, nothing makes you go above it (FOW, moving penalty, blizzard, whatever). For most tanks vertical scatter is maxed at pretty much all times so moving has no effect on it.
I haven't had the time to check these out for myself yet:
1) Does the new Penal Ve1 ability at least stick to their native weapons (SVTs) or does it also spill over to pilfered weapons? (are we talking about Obersoldaten 2.0, here?)
2) When Relic buffed Sexton barrage, did they also remember to apply the buffs to the creeping barrage weapon (or is this a Priest-like inconsistency again?)
Yes penals get the bonus on any weapon they have. But honestly the effect isn't that strong...
And I think they buffed all the sexton attacks, including the ones that aren't actually used ingame. |
Missed it the first time looking through the stats, but Schumines actually retained their engine destroyed chance of 33%. |
Patches
Stat difference between Ostheer MG42 and "new" USF 50cal?
Only thing that changed with 50 cal is that it now has an insane amount of penetration. Same as the MG42 laser rounds, the new AP rounds ability for 50 cal will buff damage (though only by 25% unlike the 100% buff on the MG42) so it also improves performance against infantry.
Also I should have listed this, but the 50 cal will lose its new penetration on hitting vet2. Because Relic can't keep track of when they change weapons.
Also adding the B4 now costing 30 popcap, as Relic added a 15 popcap cost to the weapon but didn't change the B4 crew costing 3 pop per man. |
So how much of a nerf does the ability apply?
With vet0 units, it's not a nerf at all, ability will work fine (atleast if you're not trying to run it at the same time as say On Me)
With vet3 units, it lowers the DPS of most units by like 20% while active. |
The hmg_team_mg42_wg_mp isn't used in CoH2, so it's an odd thing to reference. It's only used in Ardennes Assault. It used to be much better than the Wehrmacht MG 42, but I'm not sure how it compares to the Wehrmacht's MG 42 currently.
They just copypasted the stats from the Wehr HMG42 this patch, didn't matter which one I picked though I guess it would've been clearer to list the wehr HMG42.
So brumbar can still stun also?
Yes
I think this is by design. It says they took the 50% health decrew off the sturmtiger.
So it's by design that the Sturmtiger will only abandon while reloading if its health is between 100% and 75% or 50% and 0%? That makes perfect sense!
Guess I'll answer some old stuff that's unrelated to the patch:
1. If we look at Cruzz's formula, shouldn't "burst bullets" be equal to "1 + rof * burst"?
It should.
2. Does the duration of "burst duration" change depending on the actual number of bullets fired?
Now, my question is:
- Does the burst stop when the last bullet is fired (after 4.5 secs) -- so the wind-down starts earlier?
- Or does the burst use up the whole duration? (i.e., the gun remains idle for 0.5 seconds)
Haven't tested, gut feeling is that it will idle as it's the simplest implementation for a state machine.
3. I have absolutely no idea how incremental accuracy works at all.
It certainly doesn't seem to be per entity, because making a massive stacked blob and firing at it with say an M20 (12% incremental on 20% far accuracy) will still have it miss most shots. For the time being I've been assuming that it's being calculated like this as results seemed mostly in line with my very limited testing:
while(targets/2 >= 1){
accuracy = accuracy * incremental;
targets = targets/2;}
4. When I have both "multiplication" and "addition" veterancy modifiers that apply to the same stat.
Am I right to assume that I should first apply the multiplication modifiers, and then the addition modifiers?
No clue, you'll have to test yourself. |
For whom it may concern, June 22 patch thingies:
USF 81mm mortar (also affects mortar HT) has 106 range (same as 120mm), fastest firing mortar in the game with a 1.6 sec advantage over ostheer one, and about half the scatter of any other mortar in the game plus scatter reduction veterancy at vet1 and vet2.
Suppressed 33% grenade range inconsistencies:
Sturmpioneer vet nades not affected
Hammer tommy satchel not affected
Lieutenant grenade not affected
Ostheer commander stun nades not affected
Partisan nade not affected
Fusilier nade not affected
Obersoldaten smoke nade affected (but falls not, no other smoke nades affected)
Other stuff changed:
Schumines still have an engine destroy chance of 33%.
.50 cal will lose its new penetration bonuses upon reaching vet2. EDIT: Or would, but the vet2 weapon change that used to give it faster redeploy has been broken by one of the recent patches, so in the end it does keep its penetration through all vet levels.
B4 now costs 15 popcap for the gun. This is in addition to 15 popcap from the default crew. So it will cost 30 popcap until you wipe the default crew, and then 15+5 (with 5 man conscript crew) afterwards.
Sapper vet1 reload/cooldown bonus in cover on default Stens only again, reverting a previous ninja
JagdTiger will no longer get stunned by IS2, Relic accidentally deleted that part of the deflection as well.
For that matter Brummbär and ISU152 were not changed in terms of deflection stuns, so it only affected IS2, Tiger I(+Ace) and King Tiger.
LEFH & ML-20 vet2 scatter bonus works again.
Priest vet2 scatter bonus works again
SturmTiger can't get abandoned while reloading if its between 75% and 50% health because Relic removed one of the abandon checks.
|
You mean 9 wins, right?
Commander costs 15.000
9 Wins are 2000 x 9 = 18.000
Or am i wrong here?
Yes, you're wrong.
The points you see at the end of game have nothing to do with anything, except to be a counter to the next drop you get. The drop will be either a new item, or 500 supply if you get a duplicate.
So as long as you don't get lucky with the lottery of the random drops, it will indeed take 15000/500 * 3 = 90 wins to get a single commander. |
War Effort bulletins:
Volk Panzerschrek 2% penetration
Raketenwerfer 2% penetration 3% rotation
JPIV 3% rotation 3% reload
Conscript AT nade 7% range
SU-85 3% armor 3% speed
ZiS-3 2% penetration 3% rotation
StuG G 2% penetration 2% armor
Pak40 2% penetration 2% received accuracy
Grenadier Faust 7% range
57mm AT 5% rotation 3% reload
M36 5% sight 4% speed
Bazooka 2% penetration
These didn't drop before, but are now available from the store (dunno if they're dropping or not). |
Typed out a response, had the login screen eat it. Oh well
USF's Combined Arms, the British Command Vehicle accuracy bonus, and the Ostheer Command Tank are unique in being the only 'exclusive' modifiers in this guide. In the case of Combined Arms, 'exclusive' means that when Combined Arms is active, only the Combined arms reload, accuracy benefits would apply to the unit, not a combination of the Combined Arms ability and Veterancy bonuses, and NOT the 'better' Veterancy bonuses.
Exclusive blocks out modifiers with the same modifier_id. What you say is correct for combined arms, as it lacks any modifier_ids, but command tank will stack with hulldown just fine because the buff ids are different.
Command Panzer IV Tank
Reduces incoming damage taken to owned units around the command tank by 20%.
Only applies to units owned by the player, other axis units are unaffected.
Affects all allied units, not just your own
Radio Net
-10% reload, +5% sight per VET 1 Sherman, up to 3 shermans maximum. If you add more VET-1 Shermans, the aura will not increase in power past that point.
Does not require vetted vehicles, nor do they have to be shermans. The check is for ALLIED vehicles in radius 35 which are type medium_tank OR heavy_tank OR t_70.
Hit the Dirt
Immune to suppression, -50% received accuracy. Squad will not move.
Grants an invisible bush that gives yellow cover, rather than -50% received accuracy.
Missing but might as well be mentioned:
Blendkorper grenades will disable weapons on a vehicle in the smoke. But they'll immediately unlock once leaving as the debuff is only a 1 second duration (constantly gets reapplied while you're in the smoke) |
"I don't think open, smoke, trench, bunker, emplacement or defcover_narrow are used anywhere."
Thought there was a bug recently, or a nerf at least, where one of the Axis rocket arties was doing too much damage to troops inside trenches?
British trenches are garrison cover, which panzerwerfer did full damage to
Ostheer and OKW trenches are heavy (green) cover |