Yes, I figured so. But I'm pointing out that it doesn't feel intuitive.
I think this applies to most if not all scatter weapons. Some are more extreme than others. |
So 5 squads, out of cover A moving MG in green cover suppose to beat it? Mkay. You must be enjoying playing as brits
That was only possible because back then, you could target the support weapon rather than the crew, and if the weapon was destroyed, it was immediately destroyed.
Con PTRS was not a great weapon against infantry, but the size of the support weapons meant that they would never miss, making any of the debuffs from been suppressed almost meaningless.
Suppression cuts DPS down to 15%/20% if the squad doesn't need to reload. 5 Squads of anything are more than likely to be able to destroy frontally any MG if they can volley fire the gunner. More so if you enjoy a little bit of light cover and the squad is vetted. Don't forget MGs don't get any defensive RA and the crew already has 1.25 size. |
Damage is misleading because you can't translate it to any sort of useful metric. Infantry have 80 hitpoints, but doing 80 damage (Or any multiple of 80) to infantry doesn't mean you've killed x numbers of infantry, as they may simply be wounded and subsequently heal. The damage numbers aren't even divided between infantry and vehicles, and the latter have the lion's share of HP. The only thing you can really glean from high "damage" is that a player has damaged a lot of vehicles... but not that he's necessarily even killed any of them.
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It's not even that. Check this.
https://www.coh2.org/topic/107338/improved-postmatch-stats/page/1#post_id848620
All normal AT guns do 160dmg. They were all shooting at the same target and the live stats you can get out of a replay showed that the dmg tracker counted different values for each shot.
Pak: 550 - 826/1376 - 2203 - 3029
Zis: 550 - 1376 - 2203 - 3029
Pounder: 275/826 - 1376 - 1927 - 2478
Rak: 550 - 826/1376 - 1652/2203 - 2478/3029
57mm: 550 - 826/1376 - 1652/2203 - 2478/3029
There were 4 shots and each one is separated by a "-". The cases on which there's a "/" is because the game registered 2 values and updated immediately on the same shot. |
Very good point. Do you think a change to make Infantry AT unable to fire from a moving vehicle (Or fire from a vehicle at all, perhaps, as the former is also cheesable) would be a good idea? It would leave room to improve PTRS performance in other areas without them being unbearably cheesy.
It would also nerf the Pgren Battle Bus and similar tactics, if you applied a change like that broadly, but maybe that's also a good thing.
This is fair. I think the only ways around this would either be to give PTRS increased utility (Through giving them interesting abilities, like a tread shot or some other sort of "aimed shot/micro snare" ability), or to bite the proverbial bullet and turn them into a reskinned zook/shreck by removing their infinite accuracy advantage, and increasing both their pen/damage while reducing their RoF. Either of these would make them more attractive lategame, i imagine.
I mean, unless people are happy with the current state of affairs... though are they really?
I don't think removing the cheese is good, but i wouldn't mind if another modifier is added to units firing from vehicles (they currently have minus 50% acc) in the form of cooldown. And then further buffs, specially utility wise for those lights vehicles which are the most affected been added. But i don't think this is a priority at all as they are not meta problems on the foreseable future.
I'm disappointed that on this last patch, they didn't went full head on making Penals PTRS a full AT squad, nerfing their AI even more when upgraded and adjusting their satchel/snare availability.
I think by giving Soviets an alternative non doctrinal way to deal with heavy TDs, any adjustments to cheese ram + offmaps would been more than fine.
They accidentally reintroduced being able to kill crewed weapons while the crew are still alive?
Check when the video was uploaded. Porygon just want to complain as this has already been fixed (years ago).
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Just to clarify, I did not blame anyone for my loss here. I was just curious since the graph looked odd. I stated clearly myself, that there was nothing suspicious going on after watching the replay and that we lost because of worse play. Go easy.
Also, what has your post to do with the content that you quoted?
That unfortunately the stats page is useless. I would love to have SC2 levels of stats but the way we have it, it's just better use of your time to just skip it whenever you end a game. The only time people bring out the stats page is when they want to brag out about the damage they did or how they are getting dragged down by team mates who have a low KD or damage done.
Why it is useless?
Either because of bugs (kill/damage tracking, emplacements not appearing, efficiency been bugged, etc.) or due to how you need to understand the context behind the game you played in order to extrapolate any useful information. At which point, you might as well just watch the replay. |
Should be viewed as a bug though, shouldn't it? In the context of the graph it does not really make sense.
Consequently, this should be patched.
My suggestion if you want to really improve rather than look at who you can blame on your loss, is that you ignore the stats graph. It's FUBAR. Just watch your replay. |
Those are just the OKW flak base bunkers which are credited to army value.
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Deflection damage is 25% of the original damage.
PS: 30/120
Elite zook: 25/100
Piat: 25/100
Zook: 20/80
PTRS: 10/40
For those who don't understand why the values of infantry AT is low on the stats page, it's because the game uses target tables to give bonus damage depending on target. This was done so AT weapons don't have effective AI and reduce xp gain (IIRC).
snip
I made a small test during the patch preview.
https://www.coh2.org/topic/106984/winter-balance-update-sov-feedback/page/49#post_id846108
The problem with the current state of Penals PTRS is that it still doubles down on cheesy play to be effective (M3 combination against LV) while been decent against medium tanks on a defensive stance, a role which already is fulfilled by a miriage of other units.
For all other 4 factions, if someone is spamming FF, Stug/PV/JPIV, Jackson, Su85 or the big heavy TDs, you consider getting infantry AT to put pressure on them.
I don't think you can ever justify back teching T1 or getting Penals just for their PTRS.
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Come on, sarcasm really isnt THAT hard to discern.
Sarcasm is really hard to understand through textual cues. Add that there are people who might really think in that way, tip it with language barriers and you have a hell of a cocktail combo. |
Really? That's strange, I always assumed that the bug was related to the "detection" mechanic specifically, or some interaction with the way the Uhu's vision cone moves seperately to the unit. Maybe it's something to do with ignoring sightblocker checks instead, then? Planes must use a different mechanism, as they ignore sightblockers but don't cause the bug (to my knowledge).
I'd never really thought to ask, but was the Uhu bug specific to the Uhu, or can/does it occur on other units with "detection" (In fact, thinking about it, other Detection abilities don't quite have the same effect as the Uhu's did, do they?)
God knows why Lelic thought it'd be a good idea to let the Puma of all things see through sightblockers, though I wasn't aware it ever had an ability like that. Even if it wasnt bugged, an ability like that on the Puma would be far too strong, I think.
Should had word it different in order to avoid confusion. Let me explain in details as there are several degrees of problems.
-The "green search light", be it in a cone like the UHU or on a circular area like the old Valentine used to have, are the ones that produced the permanent maphack detection. That mechanic will never re-appear in the game.
-The UHU had some other bug which made you able to put the beam in a fixed position although not reliable to do so. Probable any kind of pendulum behaviour is not gonna make it back if possible.
-The Puma didn't provide vision around sightblockers but highlighted units which were close. It was not an issue cause it required vet5. It's been several years and i might be wrong as i only saw it a couple of times.
Right now, the vet5 Puma reveals units in the minimap.
Olekmans mod looks good but it would probable require people to test ALL sorts of combinations of status changes before re-introducing any sort of new mechanic for a unit which has limited used and is generally fringe.
The game has historically had problems with stacking issues.
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