Nice find. It does appear to be related to V-sync, which is odd because it wasn't actually turned on anywhere. Nvidia just wasn't being explicitly told *not* to use it, so it apparently used it anyway.
Incidentally, the frames completely drop away again once I open a lobby. One step forward, two steps back
Timezone might have a lot to do with it. North American time zones probably yield a large playerbase in automatch. Those of us on sparse longitudes are more likely to get poor matches in which you can stomp people lower-ranked than yourself more often.
But u do have a point, however i think the nerf should be implemented otherwise.
How about that squads with shreks/zooks move 20% slower , that will make them easier to deal with using vehicles.
I actually really like the idea of trying volks being a bit slower when equipped with panzerschreks (maybe removed at a high vet level so they scale). Forces you to be defensive with them. A slow blob is a dead blob.
Armour - Affects the chance of a weapon to penetrate.
HP - How much damage they can take if a weapon does penetrate.
There is no side-armour. Half of every vehicle/tank has a front-armour value which is much higher than the other half with the rear armour value. You want to flank and shoot the rear section of the tank for greater chances of penetrating hits.
Some weapons will do some damage if they deflect, but a hit has to penetrate to do full damage.
Angle does not otherwise affect your chances (no such thing as a glancing shot).
The further away you are from the target, the worse your chances of penetrating. Allied tank destroyers will still have a reasonable chance though, and should generally be kept at a distance due their low armour and HP. To get tanks like Shermans in close, use their smoke ability to shield their approach, or use a mortar to drop smoke.
Your tanks will be less accurate on the move. It can be beneficial to stop them just before they shoot.
I'm not a programmer, so I know little about those types of technologies, but people in that thread seem to point out some very poor choices by Relic in which technologies they used. It seems to be particularly bad for AMD CPUs, as COH2 is compiled with Intel C++ Compiler for optimisation with Intel products only.
They do seem to confirm that the game is multi-threaded, however.
Yeah, hard to benchmark changes in system demands from patch to patch. Still, that's a moot point as you can't go back to an old patch, even if you wanted to. We're only trying to establish the game's requirements as they currently stand. For that a replay does the job fine.