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Cruzz's The More You Know

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6 Jul 2016, 17:13 PM
#881
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Oh yes. Now I know what I did wrong. I had a check about whether burst was below 0.125 and bumped it up. Thx!
22 Jul 2016, 13:08 PM
#882
avatar of __deleted__

Posts: 4314 | Subs: 7

Hello Cruzzi, can you please look at sturmpanzer bunker buster ability stats, mainly penetration and deflection damage, because with tihs ability I found I hurt tanks much often than normal (mainly stational tank destroyers).

Also I´m really courios whats pen of sturmpanzer
Thank you

Hector
22 Jul 2016, 13:27 PM
#883
avatar of Cruzz

Posts: 1221 | Subs: 41

Hello Cruzzi, can you please look at sturmpanzer bunker buster ability stats, mainly penetration and deflection damage, because with tihs ability I found I hurt tanks much often than normal (mainly stational tank destroyers).

Also I´m really courios whats pen of sturmpanzer
Thank you

Hector


Code

SQUAD: brummbar_squad_mp
brummbar_sturmpanzer_iv_sdkfz_166_mp Target Size: 22 Sight: 35 Speed: 5.7 Armor: 260/105
UPGRADE: brummbar_top_gunner_mp
3: mg42_turret_mounted_brummbar_mp 12.67 9.64 4.3 6.47 4.95 2.38
DMG: 4 Range: 0-35 Accuracy: 0.47-0.41 Pen: 2.2-1.4 Delay: 1.1-2.2s Burst shots:30-9
DEFAULT
1: brummbar_150mm_mp
DMG: 160 Range: 0-40 Pen: 140-100 Delay: 8.5s
1.25: 160 2.5: 48 3.75: 8 80dmg radius: 2.14
range 10.0: x: 0.5, y: 2.5, range 40.0: x: 2.1, y: 2.5
2: brummbar_150mm_bunker_buster_mp
DMG: 160 Range: 20-60 Pen: 140-100 Delay: 4.4s
1.25: 160 2.5: 24 3.75: 8 80dmg radius: 1.99
range 20.0: x: 1, y: 2.5, range 60.0: x: 3.1, y: 2.5


Both the regular gun and bunker buster have 50% damage on deflect. Because of the higher range bunker buster will have slightly better pen at any range (like at range 40 the regular gun will have 100 while bunker buster will be 120). If you can actually hit the brummbär is fairly efficient against tanks, it's the hitting part that is the problem as it's artillery so it won't magically home in like most weapons
22 Jul 2016, 13:35 PM
#884
avatar of __deleted__

Posts: 4314 | Subs: 7

thank you. It serves as a good counter to su85 or suchka if you manage to get close
24 Jul 2016, 21:05 PM
#885
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

was the sniper change only
Target size from 1 to 1.15.
or did they ninja nerf it?

because snipers imo seem a hell of a lot more susceptible to small arms fire, and not only 15% more!
24 Jul 2016, 21:39 PM
#886
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

was the sniper change only or did they ninja nerf it?

because snipers imo seem a hell of a lot more susceptible to small arms fire, and not only 15% more!


Target size 1.15

http://stat.coh2.hu/squad.php?filename=sniper_squad_mp
24 Jul 2016, 23:25 PM
#887
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

was the sniper change only or did they ninja nerf it?

because snipers imo seem a hell of a lot more susceptible to small arms fire, and not only 15% more!

They can only survive 5 hits from a bolt action rifle anyways. 15% greater chance of being hit by any shot is pretty significant.

For example:
No vet Conscripts have a ~33% chance of hitting at max range.
18shots *.33accuracy = 6, they should fire three whole volleys from 6 men standing still to kill it, on average.
Now that there is as 15% greater accuracy it is:
15.8shots *.3795accuracy = 6. That's really not that many from 6 conscripts.
Once you factor in veterancy on units, other ranges, and higher dps squads they come down even faster.
25 Jul 2016, 00:03 AM
#888
avatar of ZombiFrancis

Posts: 2742

I believe target size also governs susceptibility to AoE effects, many of which can be particularly lethal even at the edges of the explosion.

Being 15% bigger doesn't necessarily translate to being hit 15% more often in that case.
25 Jul 2016, 00:29 AM
#889
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

I believe target size also governs susceptibility to AoE effects, many of which can be particularly lethal even at the edges of the explosion.

Being 15% bigger doesn't necessarily translate to being hit 15% more often in that case.

It's not 15% bigger, it is 15% easier to hit for things that use an accuracy roll. It wont impact aoe unless the shell rolls a hit from the shot and hits it directly, which is rare anyway.
25 Jul 2016, 17:56 PM
#890
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

jump backJump back to quoted post24 Jul 2016, 23:25 PMTobis

They can only survive 5 hits from a bolt action rifle anyways. 15% greater chance of being hit by any shot is pretty significant.

well, 15% is 15% :D
i just wanted to know, whether the incoming DPS scales linearly with target size, which it seems to do

its just that my snipers seemed to die like 50% faster, but that was probably bad play on my side then, rather then the nerf :D :D
25 Jul 2016, 19:17 PM
#891
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4


well, 15% is 15% :D
i just wanted to know, whether the incoming DPS scales linearly with target size, which it seems to do

its just that my snipers seemed to die like 50% faster, but that was probably bad play on my side then, rather then the nerf :D :D

I mean, it would always seem like snipers would survive with a sliver of health. The same situation of slither of health would usually result in dead sniper now.
25 Jul 2016, 19:40 PM
#892
avatar of zerocoh

Posts: 930

jump backJump back to quoted post25 Jul 2016, 19:17 PMTobis

I mean, it would always seem like snipers would survive with a sliver of health. The same situation of slither of health would usually result in dead sniper now.


they still do, My snipers always get away from the most ridiculous situations. This change was very little. Sure they die easier now, but not THAT easy anyway.

players with good micro are pretty much unaffected by this
2 Aug 2016, 18:50 PM
#893
avatar of Cruzz

Posts: 1221 | Subs: 41

Testing out a slightly different format for the stat parse:

http://www.googledrive.com/host/0B7gwy65JLbSRUW4ySm0tRnB5azA

Pick faction from top to display list of units parsed for it, pick a unit and it'll display either a line chart if dps can be calculated, or a bubble chart if not.

Pick another weapon from the stats listed below the chart to get a comparison graph between that one and the previous weapon.

Pick another unit from the left list and you'll get a comparison graph with the last selected weapon from the previous squad and what is set as the default weapon of the new squad (can't get a comparison between non-default weapons in different squads with this setup, I know).

Bubble chart has Tiger 1 in it as a reference unit. Color coding is damage, green (<80) --> yellow (160) --> red (>320). Size of bubble (AOE) does NOT take damage into account, only how good the aoe multipliers for the unit are. As such high aoe but low base damage units like t70 will still have a large bubble even if a T34 would do a lot more damage with its quadruple base damage.
2 Aug 2016, 18:53 PM
#894
avatar of Muad'Dib

Posts: 368

Looks wonderful, your work is much appreciated as always :)
2 Aug 2016, 22:03 PM
#895
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

short question: is the counter artillery range from cancer commander limited or can it shoot everywhere?
2 Aug 2016, 23:17 PM
#896
avatar of Son of Malice

Posts: 34

short question: is the counter artillery range from cancer commander limited or can it shoot everywhere?


Range limited.
3 Aug 2016, 01:42 AM
#897
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

short question: is the counter artillery range from cancer commander limited or can it shoot everywhere?

It is the exact range of the Ostheer and Soviet Howitzers, FYI. You can use that to make sure you won't set up in their range.
3 Aug 2016, 08:45 AM
#898
avatar of scratchedpaintjob
Donator 11

Posts: 1021 | Subs: 1

jump backJump back to quoted post3 Aug 2016, 01:42 AMTobis

It is the exact range of the Ostheer and Soviet Howitzers, FYI. You can use that to make sure you won't set up in their range.

thnx, good to know. unfortunately that means that on some 2v2 maps i cannot build one :(
3 Aug 2016, 14:21 PM
#899
avatar of Mr.Smith

Posts: 2636 | Subs: 17

That's great job Cruzz.

It looks really nice and clean. You also get extra style points for managing to cram all this into a free hosting service.

Since you are already computing this:
- Would it be possible to show DPS-on-the-move for each weapon alongside DPS when stationary (e.g., with a dashed line)
- Is it possible to activate links for DPS of various squads at Vet3?

Regarding slot weapons:
- As you mention, it would be nice to be able to compare non-default weapons across squads
- Bren guns: Commandos/Airlanding officer get access to this gun
- Bars: missing Paras, Barfinders

Regarding AoE damage:
- A clean way to show it is show a secondary graph that compares AoE damage for distances
- Alternatively, if you want to cram everything on the same graph, a heatmap representation would be more accurate

EDIT: You could probably approximate a heatmap's gradient colours by overlapping different-color circles on top of one another.

For instance, if the weapon deals any damage up until range 10, you put a light-green circle with radius 10. Then, if you calculate that the weapon deals 40 or more damage up until radius 5, you plot a concentric dark-green cycle on top of the previous one. So on and so forth.

3 Aug 2016, 14:44 PM
#900
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

thank you...
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