There is no direct way to compare them, both are very good and both snipe models like crazy. There are different circumstances when you want one or the other. It depends on a map, your playstyle and obviously your commander of choice.
First of all, the playstyle part. When you form your grenblob, you will use it differently depending on the weapon of choice. With lmg blob you will attack move it, with g43 blob you will often try to close the gap or flank by issuing move commands.
Then come the maps, on open maps the attack move strategy works better so you will prefer mg42. On city maps you will go either for g43 or even for some pios or pgrens instead of gren blob. In that are somewhere in between these two, g43 blob will be perfect.
Finally, you might not wont to go for g43s just becouse your commander of choice doesn't have them. For example very popular mobile defence commander has no g43s so they are a little out of the loop now.
Additional notes:
- You can't drop g43, so if you are afraid to lose a squad and then fight against lmg conscript or penal, you might prefer this upgrade.
- Lmgs and other automatic weapons do more damage against bigger groups of soldiers than against single ones.
- Lmg takes a lot of time to rotate, that is why it is possible that it won't shoot at all in close quarters engagements.
- G43 is a plain upgrade on all ranges and on the move. Lmg is a better upgrade on long range but a downgrade on short range and on the move. So if you are not sure what to choose, g43 upgrade is a safer bet.
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Post History of ferwiner
Thread: G43 rifles vs MG42 light machine-gun 15 Aug 2018, 15:16 PM
In: Strategy Desk |
Thread: How is ranking in 4v4 determined?15 Aug 2018, 14:27 PM
Each faction/game mode combination has its own ranking and thus you have separate elo there. For example your elo in 1v1 ost has nothing to do with your elo as 4v4 ost. The same way your elo as 4v4 ost has nothing to do with your elo as 4v4 okw. The elo is also separate if you play as an arranged team. Each team has its own elo value then. As for your after game stats, mind that although they say something about your performance, they say nothing about how well you helped your team to win. For example in team games, as okw has no access to caches, ostheer players who choose to build fuel caches for the whole team often happen to have low damage at the end but will win a lot of matches. On the other hand a player that does a lot of damage but doesn't support the team at all might have very good stats at the end but he and his team will lose either way. That a possible source of your problems. In the end, your elo will always represent your true skill after enough matches and the matchmaker will always try to find fair matches. Even if you think it is your opponents who did bad, remember that if you improve yourself, you will statistically win more matches and go up in rank either way. Remember that the whole idea of elo system is to determine your ranking using only your wins and losses. That means, you shouldn't use in game performance to estimate other people's ranks, as it is not where the source of that ranking is. If you want to know the ranks of your allies and opponents, it is better to use a piece of software called CELO. In: COH2 Gameplay |
Thread: How is ranking in 4v4 determined?15 Aug 2018, 12:47 PM
How is Elo determined? I seem to grasp how it is somehow related to rank, but also not related. Disclaimer: Relic doesn't make their elo values for a player public, so it is not possible to accurately reverse engineer the way it works. That is why this post is based on the way chess elo system works and some assumptions coming from in game experience. What is certain is that there are two phases of determining your elo and thus rank. First phase is placement matches when the system knows nothing about you and thus tries to find an initial place for you, so you don't have to climb all the way from the bottom. What it does looks similar to binary search withing the ladder. So it gives you average opponent first then, if you win a good player and so on. That is how you can find yourself almost at the top of the ladder if you win 8 to 10 of your first matches. Now the problem with this is that the algorithm still has to use matchmaker to find opponent for you. That means the points used to search the ladder can be far from ideal spots, causing the accurancy of search to drop. In ideal world, where all the right players were searching at the same time as you, such algorithm could possibly determine a placement with accurancy of 2-4 places, depending on the ladder. In reality it can go much further than that. The other possibility here is that it starts with some middle elo number, like a median and gives you huge K for first 10 matches (as explained further). That also explains how you can end up anywhere in the ladder and how it is so inaccurate. After your initial placement is determined, you are given an elo number found by the first phase and you will climb or fall in much slower fashion. After you find a match, the average elo of both teams is used to determine probabilty of win for both parties. Then, after you finish a match this probability is used to adjust their ranks. If you win the result is 1, if you lose the result is 0. Then your new_rank = old_rank + K(result - probability). For example if your probability of win was only 0.125 becouse your opponent was much better, your old elo was 1000 and K is 32, then your new elo is 1000 + 32(1 - 0.125) = 1028 if you win and 1000 + 32(0 - 0.125) = 996 if you lose. Mind that we don't know what is the actual K that relic uses. In chess it varies from 16 to 32. But in fact it doesn't really matter that much as we don't know the scores either. In: COH2 Gameplay |
Thread: How is ranking in 4v4 determined?14 Aug 2018, 18:18 PM
Elo is the all important number that is used to find fair matches, that is modified after every match and that is used to sort the ladder. The source of confusion is the fact that you can't check what your elo is. You can only check your ladder position, while the connection between the two is one directional. Knowing all the elos, you can easily create a ranking. But knowing only a ranking you can say close to nothing about the elo. By intuition you may expect the ranking to represent your elo, but it really doesn't do that well. You might think that there is similar sum of elo in all ladders and that people at similar spots will have close elo values. But it is not true. A person at position 100 in one ladder can possibly have a few times bigger elo than a person in the same position 100 in different ladder. This creates situations when judging by only the ranking positions matches feel unfair. What is more, there is no guarantee of density in the ladder. It is possible for example that person on ladder position 500 will have twice as more elo as the person on position 600 in the same ladder, and it is possible that person at position 700 has only a few elo points less than the position 600. In effect, it is possible that you will go down few hundread of places after losing a match. On the bright side, you shouldn't really care about your ranking, but your elo. If you drop 200 places after a loss it is very probable that you will advance similar amount after a win, just becouse you found yourself in a very dense part of the ladder. Of course, a lot depends on elo of your opponents and allies as well. In: COH2 Gameplay |
Thread: Concerns of a COH fan12 Aug 2018, 13:41 PM
Have you ever played an early game in vcoh? Rifles and kar98 volks standing on top of each other and not able to hit. The lethality was not low. It was cringeworthy. In: Lobby |
Thread: Concerns of a COH fan12 Aug 2018, 12:53 PM
That's not unit-to-unit balance though, that's lethality. Yeah, the lethality is the point. Coh1 has always had too low lethality and it very good that relic decided to fix that with coh2. The problem is that in time, the lethality seemed to lower making the game less and less atractive. Lethality is one of the way of creating immersion as well, as soldiers not able to hit each other in a distance of 1 meter are a complete immersion breaker. Do mind that lethality has nothing to do with actual ballance, but lots to do with percieved ballance, the one that makes people who play down there in the ladder still think they have something to say about actual ballance. That is becouse if lethality is high it is easy to say "Look at this unit. How strong it is. It is totally OP" and the more lethal units are the stronger is the bias of such players. That is how lethality drops over time, although in my opinion it is a bad thing. As for abandon it is not really immersive, more like just an bit of a minigame to make the game more interesting overall. It might have too low of a probability at 5%, but it still does it job of turning the starcraft style of engagement when you always know the outcome, to coh style of engagement where what you mostly do is manage the risks and so you should always keep in mind that one additional shot may be needed to finish the engagement in case of unusual miss, deflection or abandon. In: Lobby |
Thread: Concerns of a COH fan12 Aug 2018, 11:50 AM
Of course, the point is though that after enough nerfs, units take ages to combat each other and don't feel powerful enough thus killing the immersion. You can argue that infantry and tanks fighting for a minute or so before conclusion give more time for micro and I would agree with that. But on the other hand, in initial design these units were aimed to be powerful beasts that would require tactical thinking before the fight to overcome. Take the old SU-85 for example. You either had to flank or build even bigger TD to counter it. Was it ballanced? In some way, but most people would say it wasn't. Was it fun and full of immersion? Yes it was. So what should have happened was to change the unit in a way that it was more ballanced without loosing its immersion, but what actually happened was nerfing the unit and then nerfing all its counters becouse everything seemed to be OP after such change. So what in fact happened, is not ballancing but taming these beasts so that they are weaker and nobody can say they are OP. Which is what makes game more and more boring in time. There are in fact two sides of this argument. One is top of competitive community who were once interested in an immersive game but then decided to play it more seriously and the immersive features began to irritate them. On the other side are casual players who play the game for immersion only and get irritated every time some of it is taken away from them. I think I am somewhere in between as I mostly play automatch games, not to see my rank in top 10 but rather to find equal opponents, thus I think I can understand both sides and both competitive and immersive features of the game are important for me. In: Lobby |
Thread: Concerns of a COH fan12 Aug 2018, 11:34 AM
Hi Ferwiner, thank you for you're replay. Let me clarify first that i dont want to start a faction discussion. There are enough on them in this forum. But with you're replay you are underline my point. That is that some people think units are OP compared to something, you just nerve. What i say stop nerving as a tool for balancing. You end up in a road where we all fail. I say stop nerving and give the opposit some decent counter abilities. But nerving is ofc the easy way .... Like I said, I agree with you in general. I know that recent ballance patches tend to nerf multiple units making them bland and boring in effect, while in fact most people just want to beat some powerful unit with a powerful unit of their own. That said, although I say that from time to time here, I am unable to convince the key members of competitive community to that. That is why we are left with modifying the game for the ballance by making units weaker and weaker - becouse that is what top players want and you can't really win a ballance discussion against them. As for the examples, what I wanted to said is that key stats of these units haven't been changed for five years, while all the rest of units changed. Let's take the german mortar example. At release it had 3 men crew and had to deal with precision strike from soviet mortar. Then it was given a 4th man and precision strike was removed making soviet 82mm mortar close to not existant and 120mm being used just for the umph. That ment the german mortar was greatly overpowered in comparison and everybody in the community seemed to agree on that. In effect it was the mortar that got changed. For reasons like that, I would say that in case of mortar and stug, the nerfs were actually the right call, although in many other cases I would go for the buffs instead. In: Lobby |
Thread: Concerns of a COH fan12 Aug 2018, 10:57 AM
I can understant the point, although the examples given are terrible. Pak40 hasnt't been nerfed at all this year if I remember correctly. Mortar and stug on the other hand were in the OP condition pretty much since games launch in 2013. So there was more than enough time to play with these toys. And they are both still very viable. Definitely viable enough for any match that is not top 20 competitive, let alone a compstomp. I guess your best bet is either to read the list linked by Lago every time there is a patch and try to alter your strategies, or just disable updates in steam and play the same version of the game till the end of time. In: Lobby |
Thread: "Package" option under Build ?8 Aug 2018, 22:28 PM
It just creates a tar.gz or tar file with your mod in it. It is not destructive. I wonder how many windows users actually know what a tar file, or a tarball is |
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