No that is the whole point. It does not do "extra" damage. Under certain circumstance shots that have missed and would no damage at all, re-roll and have a chance to hit other model than the ones intended.
You can see this effect on kubel's mg where it can do allot of damage to a squad with out actually killing any models.
Extra damage as in that the DPS listed on any unit without focus fire is actually higher than what it is listed.
I'd be curious if this would tone down the artillery hell that team games devolve into. A part of me thinks it'd just make it more obnoxious to play and you now would basically be playing against your own team mates as much as you are playing against the opposing side, but another part of me thinks maybe the "blob into triple rocket arty" strategy of 4v4 would counter itself .
Not gonna end anytime soon.
-Big maps, big distances. Fighting with single squads is ineffective.
-Maximum of 400 popcap worth of units and you need to control at least 2 VPs. The sheer amount of units makes any indirect tool effective.
Should just be RNG. All models have the same health and target size, all non Soviet mgs have the same squad size. Only other variable would be if the squad is suppressed as that has a negative impact on the suppressed squads dps. But also the MG34 doesn't facts cheap squads with long range grenades so there's less chance of receiving a game changing smack.
There's also target priority but that's something i'm not sure where to look for.
More like to prevent unnecessary annoyance. Due to RNG, some KIND of friendly fire modifier is fine. It's a matter of not going to one extreme 100% or to the other 1-5%.
If i had a way to check online updated FF i would remake this list but FF on CoH2 is really inconsistent.
Don't SMGs also do AOE/splash damage? And so, even assuming each model is locked in a 1v1, the SMGs will win because they do splash damage to those around them.
An explosive projectile has AoE. Bullets can't do damage to more than 1 target.
When focus fire is set to false, weapons have a chance to "re-roll" a miss in a small cone deviation from the initial target.
From experience, unless the targets are side by side when hugging cover or straight behind the model which is shot at, you won't notice it at all. You can check it by making a 1 model squad with invulnerability and make other units stay besides and behind it.
Not sure what your point is, but DPS calculations are pretty straightforward in this game. Same with how cover applies and the benefits of it.
There's plenty of variables such as cooldown, ready aim time, fire aim time, reload, burst, etc. but fortunately, the way the equation works makes it quite simple to calculate and see the variations with the 2 most important values (accuracy and damage).
If you checked the 2nd equation you can see that it is basically Damage x Accuracy x (The rest of values).
This is the reason why an increase in damage or accuracy straight up increases the DPS of a unit by the same value of increment while changing other values such as cooldown or reload, are less impactful overall and varies greatly based on range and type of weapon.
The only instances on which accuracy will not increase damage done, are when the unit has already a REALLY high accuracy value, the opposing unit is on negative cover and/or the unit is using a commander ability to further increase accuracy. Going over 100% acc won't increase your damage.
That been said, light cover and heavy cover provides a 0.50 acc modifier while heavy cover also reduces damage done by 0.5
Ex: A gren Kar98 does 16dmg per shot and has basically a bit more than 4 DPS at range 10*. Against cover it's doing 2/1 DPS respectively.
*Using range 10 cause there's a "hidden" mechanic called point blank which makes small arm fire ignore all but garrison/negative cover modifiers at ranges below 10.
I'm way to rusty on my math to explain all of it, but no it's not as simple as an x% reduction.
Because at the moment that the ability was introduced, utility/intelligence tools were far too low in the power scale of the game.
This used to be the main selling point of the commander. Free vision.
If you ask me how would i change it, it would cost 5 muni and it would work like booby trap from the Soviet commanders. Select an owned territory to put a flare on it.
RET: on release. You spammed (160?) cheap RET and volley fire at every encounter. Special note that you would also spam it while having zook for that unintended Zook machinegun experience.
Paras: the funny thing is that due to how suppression mechanics work, you don't want a high DPS squad wasting munition on suppressing when you can outright kill the enemy units.
Obers/Rifles: most cancerous situation. Never give passive suppression to any infantry unit. Rifles with 1919s had access to defensive stance. Ober had it with vet4. Nowadays it has been removed from 1919 and Obers have to use an active as any other squad.
Grens/Falls: for a short time, they had passive suppression. Nothing like blobbing 3 squads of Grens and suppressing shit.
On top of the idea been bad (take a clue, no one likes it), it would be a nightmare to accomplish, test it and balance it. If you think it's that easy, there's the modding tools for you to download and implement.
PD:
I was wrong, and got target size confused with how high ROF is better than high accuracy in cover situations.
That's also false. The only point at which High RoF weapons are better are when accuracy doesn't matter at all cause the target size of the thing they are shooting at is big. AKA vehicles and buildings (which i'm not sure if there is an exception as old brit trenches).
The DPS variation between shooting an SMG against cover or a bolt action rifle is the same. The damage is cut in half in both cases against light cover and by 75% against heavy cover. There's specific weapons which have different values against cover (IR STG or JLI G43) but those are the exceptions.
You want to see bigger game modes more balanced, then make them do in team games what they did in DoW2 and 3, where in larger game modes income for "fuel" and "muni" is lower and lower the bigger the game is, so there is no resource inflation and pacing is kept.
I'll rather see them test as well, with a rather smaller popcap.
2v2 is the most number of resources and units the game should have for the amount of strategic points and VPs there are.