Can they tweak it that infantry stops firing at armored units they can not harm? I hate it when I give my sniper an attack-move order to approach the enemy and he starts firing at and SU-85.
Same is with HMGs and Bunkers. The Maxim for example does 0 damage to the German bunkers but still fires at them when one is inside its arc of fire.
i don't really see how, at least not with the current system.
the weapon that the target has influences whether the unit that potentially wants to kill it prioritizes it over other units. i don't see how you can factor your own weapon into that system without considerably changing it (assuming that i am guessing correctly how the system works in the first place). |
I know you said anti infantry, thats why I brought up the mid/late game versatility of weapon crews. People keep saying nades can be dodged, but every top player gets (AT) naded in every single game as shown by the latest tourney. Next to that, its not certain you have to retreat. Bundle nades can take down houses.
The point is that advocating weapon crew spam after a patch that tries to diminish this, without actually playing with these adjustments, seems rather refractory.
it seems you did not read my post. i was not advocating weapon team spam, i was stating that it is unfathomable to me how someone might have come up with the idea of squad sized weapon crews in the first place.
also: AT-Nades are fire and forget and therefor not even close to rifle grenades/molotovs/bundled nades/demo charges/you name it. trying to dodge AT nades is like trying to dodge sniper shots.
The point is that quoting me without actually having read (or understood) my post seems rather refractory. |
I agree that we need to be as inclusive as possible when it comes to browsers, but our coders are volunteers and are limited in the time they can commit to the site. There are a lot of other features that are more urgent than supporting this relatively rare edge case.
even if his expectations are unrealistic and his behavior is questionable, he is still right in it being an error on this site, and not an error of IE.
also, bashing on IE, today, is pretty much a giveaway of not having tried IE in at least 5 years. nowadays, i'd pick IE over FF any day (using Chrome though).
btw, i admit that i do not really have a clue about setting up web servers and stuff, but i think the one liner you are looking for is:
AddType application/octet .rec
and if adding THAT is too much work, i don't know how anything could get done on this site :-P |
Relic knows about that and changes will be made.
Lately every of your posts seems to have that sentence in it... You are starting to sound like a Relic PR spokesperson :-P |
Yes. Because we all know weapon crews throw molotovs, rifle nades and bundle nades. Next to that they are very versatile in the mid/late game with their AT nades, fausts and panzerschrecks.
Surprisingly, no changes to the T70 and SU-85. Still no ladder.
Yes. Because we all know AT nades, fausts and panzerschrecks are anti infantry -.-
Any sort of nade can be dodged anyway, and with an MG that suppresses, you probably wouldn't get into range anyway. Even if, with a full sized squad, taking a bit of damage from a nade is not too much of a problem if you know the enemy squad has to retreat after throwing the nade anyway. And we also all know how easy it is to kill MGs in buildings in CoH2. |
i still don't understand this...
what is the point of a weapon crew, if it's basically a normal squad with a team weapon attached to it? especially with the new capping system there is no real downside to just getting all weapon crews for anti infantry. |
According to Relic devs, the Soviet Scout Car changes actually decrease long-range DPS by 50%, and the accuracy changes impact the accuracy of units inside the SC as well. Just something to keep in mind.
well, halving the accuracy generally results in halving the DPS ;-)
haven't fiddled around with scoutcars and moving accuracy and stuff like that, but i'd doubt it very much that the scoutcar weapon change has an effect on the garrisoned troops.
if that were so, i'd like to know exactly how that works, because using the accuracy of a weapon for another weapon that has nothing to do with the first weapon sounds really sketchy. |
i do admit that i do not know exactly how it works, but since target tables are gone, the target priority system has been completely reworked.
as far as i can see, the target priority is now being assesed by looking at the targets weapon. each weapon has a "threat" value, which seemingly gets modified by a distance value for far/near. weapon orientation might play a role.
for most anti tank weapons that i had a quick peak at, all those values were identical, meaning that either the entity with the weapon that is closer gets targeted, or the one that was spotted first. whether it will switch focus to another target is seemingly dependent on 2 other values: current_target and suggested_target... how these are factored into the mix, i have no clue.
as for sniper vs. sniper... submachine guns for example have an extremely high near threat modifier which is only logical. but that also means that the PG squad next to your sniper is prioritized over the sniper (that might also be in range).
incidentally, sniper rifles have very low threat level distance modifiers. |
Sure, no problem. I've actually mentioned multiple times in this thread that I think the calculation is most likely imprecise and useful only as a benchmark.
I can easily fix the data. However, to do so I need:
1. an accurate source of stats
2. an accurate formula for calculating the DPS
If you can provide either one of those, I will happily fix the chart.
wait what?! i though i answered this yesterday already... anyways, if you want to, i can send you my statgrabber... it's far from complete, actually, it's more like a first draft, if anything. since it is not yet saving the data it grabs, it is super slow on startup too (you need to extract the sga/rgds once, grabbing the stats takes roughly 15 seconds i'd say). still, it grabs most of data (all relevant information i think, if something is missing it is trivial to implement).
the formula seems roughly correct, though i'd have to go over it in detail to be sure... as for burst weapons, the damage will always be pretty rough, since you are likely calculating dmg vs. a single entity and not a whole squad with a certain number of members in it (this does make a difference -> incremental accuracy).
as a rough dps ranking, your chart is still okay.
cooldown multipliers for kar98k were i think 0.5 for near and 1.5 for far... so three times longer cooldown does seem like a significant amount of damage difference. |
i have to admit that i do not entirely know how shooting down planes work... but the IL-2 does not have a rear armor, and has both 1000 armor and 1000 hitpoints.
The top mounted MG42 of the PIV does 1.4dmg per hit and has a penetration of 1, which equals a 0.1 percent chance to penetrate (and everything below 3% is 0 for the game).
also, the only critical a IL-2 plane can sustain is "vehicle destroy" which only happens at 0 hitpoints, so it's not a critical either :-/ |