Are the house modifiers the same as green cover, aside from having green cover from all directions. I mean if you are in green cover attacking a house does your squad have same cover, not considering windows as they will vary.
Besides receiving 0 supression, i think garrison cover (note that there are different values for bunker and trenches) is SLIGHTLY worst than heavy cover. Something like 5-10%
I'm still gathering win-rates from top 200 players. I'm planing to launch a website with leaderboards information which updates automatically every day. For some reason, I have not had time to finish the website yet. It will be released soon, I hope.
Anyway, my 2v2 data looks totally different than OP data. Here is some charts (9th May - 15th May):
Regards,
Paid Player / Legends
Any chance on gathering data from the AT ? While you won't know what happens for each faction combination, it would be nice to see the numbers.
Well, OPs data includes random ranks, and also ATs, which are very common in 2v2s, from ALL skill ranges.
Would be interesting to see how the win ratios change if you do include arranged teams.
And especially how great the disparity is between the top 0.5% that you currently gather and the majority of players, the other 99.5%.
Theres a point on which you have to cross a line and separate balance issues from user problem. Top500 would be nice to see but i'm sure he is limited by coh2.org ladder.
So in this situation, would it be best to put one squad in the house and one in the light cover or one in the house yet leave one squad on the road at max distance. Is it better to position grens at max range, when attacking cons in green cover or does green cover negate the range adavantage.
TBH, i think if you just rush him into the sandbag with both units, you would had won. RNG (or focus fire which i doubt) took a important job at that fight although.
Notes:
-I expect the Reload bulletins affecting Reload duration and not Reload frequency.
-I made the calculations based on the Gren Kar at mid range. Cooldown modifiers are better at longer range than at close range
+3 Accuracy: increases damage by 3%
5% cooldown: increases damage by 1.21%
3% Reload: ... by 0.27%
2% Reload + 2% Cooldown: ... by 0.66%
Basically using all 3 bulletins gives you a 5% increase damage.
There was a point were you complain about Dodges and M3s on a 4v4 game on which you had afk teammates...
Goint back to the original point.
Repetitiveness: i won't say there are few strats, things is nothing "new" seems to arise.
Spam: besides main line infantry, other units spam is a one dimensional strat which is harcountered on the same way. COH2 unfortunately is designed on a way were late game tanks are gonna replace your infantry and it's just viable to have engagements with tanks and engineers only at that point.
attack move into contact. this is maximum range. half of that is medium, in your enemies cover is short.
Different weapons have different range profiles. Also, infantry doesn't have same vision as range.
To me, in that pic, the Grens on the left side (the ones which suffer casualties) are not in cover. You have 4-5 grens not in cover at medium range (seems 20m) and 3-4 on yellow cover.
I thought red cover had worst penalties than open cover, to my surprise it only affects suppression
Summarize:
-Cons vs Grens are even at med range.
-6 conscripts receiving 50% less damage and less likely to get hit
-4/5 Grens receiving 25% more damage and more likely to get hit
-3/4 Grens been 50% less likely to get hit
-At most i'll think 2 combat engineers are able to shoot from that position, but hitting as if the squads are in the open.
-Mosin (both Con/CE) and Kar deals 16dmg. Infantry has 80HP. So if we take the damage modifier: Cons have to be hit 10 times, Grens without cover only 4 times, Gren on cover 5.
-Conscripts focus Grens on the left side and just kill 1 guy on cover.
Incidentally, I believe reload bulletins have more of an effect than cooldown bulletins due to reload times are usually greater than cooldown for most weapons.
It's the difference of a few percentage points off a 3 second reload versus off a 1 second cooldown.
A small difference, but if you're min/maxing the spreadsheet it can be meaningful.
If you check the DPS calculation, you'll notice Reload is a unique value while cooldown is also affected by Reload frequency (which are values higher than reload times).