About the new stormtroopers: here's my comment on Dane's video (which for some reason doesn't show up outside of my own youtube account):
"Ok, so the damage profile of stg's vs mp40's is:
Range: 0 - 5 - 10 - 15 - 17 - 25 - 35
4x stormtrooper mp40's: 74.76 - 74.76 - 74.76 - 28.68 - 9.80 - 2.87 - 0.40
4x stormtrooper stg44's: 61.97 - 61.97 - 47.54 - 36.87 - 33.8 - 20.1 - 4.22
4x assgrenadier mp40's: 39.40 - 39.40 - 39.40 - 13.04 - 7.05 - 2.70 - 1.08
So, higher close range dps and near range is 10 instead of 5. Mp40 dps starts to drop sharply under stg's at around 13-14 range (that's about two halftracks in length). You also lose the bundled grenade. What do you get in return for losing the stg's?
- 33% faster decapture rate
- Passive healing out of combat
- Smoke grenade
- Anti-cache incendiary grenade
- Commando camouflage! (can cloak while moving and camo lingers for a few seconds like snipers)
- Booby traps
So you can actually close in on the enemy now with smoke nades and commando camo, while getting higher close-range dps while doing so. You can do covert actions behind the line with fast decap, cache destruction and passive healing. You can defend your own line with booby traps. You can upgrade the shreck (with tank detection) while still having a decent close-range squad. You can deny garrisons without having to resort to a flamer pio or a mortar. And on top of all that: you don't actually have to pay 100 munitions to make them effective like with stg stormtroopers.
If you want stg's, you could just get panzergrenadiers. Actually, the only thing that the old stormtroopers offered above pg's was the focused fire ability, at an initial cost of 125 munitions. (Also 0,75 RA instead of 0,8 RA). I did some testing of the wiping potential of the ability against a retreating full health vet 0 con squad with the following results:
Panzergrenadiers: Reduce con squad health by ~30%
Old stormtroopers w/ focused fire: Reduce con squad health by ~50%
New stormtroopers: Reduce con squad health by ~20%
New stormtroopers w/ focused fire: Reduce con squad health by ~40%
As you see can see it's a pretty nice bonus, but the new stormtroopers w/ focused fire are arguably more cost-effective at this role. The only allied squads that outperform them at this are rangers and paratroopers with thompsons which do ~50% damage and paratroopers w/ focused fire that do ~80% damage. Commando's and assault engineers do ~25% damage and revamp shocks do ~30% damage."
All in all: I'd consider the changes a definite buff which also give stormtroopers a more distinct role.
Profile of JibberJabberJobber
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Post History of JibberJabberJobber
Thread: So Axis SMGs really are intentionally inferior?12 Oct 2018, 17:34 PM
In: COH2 Balance |
Thread: So Axis SMGs really are intentionally inferior?12 Oct 2018, 17:01 PM
No, what Dane says isn't entirely correct. IMO, I'd sort them like this: Guns with an assault rifle profile AKA gradual dps dropoff Tier 1 assault rifles (perform well at all ranges) - Ober STG's - Fall FG42's - B.A.R.'s Tier 2 assault rifles (Perform well at short and midrange, decent at long range) - Pgren STG's Tier 3 assault rifles (perform well at short range, decent at mid range, bad at long range) - Sturmpionier STG's Tier 4 assault rifles (perform (comparatively) bad at short range, decent at mid and long range) - Volk STG's Guns with an SMG profile AKA sharp dps dropoff at around midrange Tier 1 SMG's - Thompsons (Perform well at short and midrange, bad at long range) Tier 2 SMG's (perform well at short range, decent at midrange, bad at long range) - Commando stens - Assault engineer Grease guns - Revamp shock PPSH's - Revamp storm MP40's Tier 3 SMG's (perform decent at short range, bad at mid and long range) - Conscript PPSH's - Assgren MP40's (includes arty officer and feuerstorm volks) Tier 4 SMG's (perform bad at all ranges) - Sapper stens - Pio MP40's - Tank crew grease guns ---------------------------------------------------------------------------------------------------------------- I'm not gonna say this list is perfect. For example: there's also a large difference between moving dps for each listed weapons. You could also add the G43, which has a comparable profile to pgren STG's, altho it's not really an assault rifle. It's intentionally not very specific; for the exact numbers you can always look for Cruzzi's dps chart . In: COH2 Balance |
Thread: Mentoring / partnership 1vs111 Oct 2018, 11:55 AM
Send you an invite! In: Mentoring |
Thread: Mentoring / partnership 1vs111 Oct 2018, 10:16 AM
You still looking for someone? I live in the same timezone as you. I mostly play Ostheer, but I don't mind playing as other factions. Looking for a scrim partner for the same reasons as you. In: Mentoring |
Thread: Help a Wehrmacht noob deal with RE blobs10 Oct 2018, 20:22 PM
I posted some tips here for ya: https://www.coh2.org/replay/83397/wrecked-by-usf-re-blobs/page/1#post_id703992 In: Replay Reviews |
Thread: Wrecked by USF RE blobs10 Oct 2018, 20:04 PM
First of all, you played very well for your 6th match as wehr! I'll keep it short with some general tips: - Use your mg42 more agressively while having an infantry squad protect/scout its (hard) flank. Pio's have 20% more sight range than most other infantry and are therefore excellent to spot for the mg42. - Sometimes your grenadiers ignored the enemy. Use attack move with your grenadiers so they engage the enemy at max range, where they excel at. (Attack move + shift cap point). Ofcourse, move them into cover once you notice your grenadiers are engaged with the enemy. The hotkey for this is either Q or A, depending on if you use gridkeys or not. - Try to commit to one side as wehr. After you beat back early allied agression, you can slowly creep up to the enemy, like tightening a noose. Wehr isn't very mobile and wehr squads generally get beaten in isolation, so make sure to not overextend. - Don't use rifle nades early on, unless you're guaranteed to get a wipe or win a crucial engagement with it. Early wehr munitions are essential for med bunker, fht, tellers and lmg's. - When you harrass with your fht, keep a gren close to it to faust incase your enemy decides to rush your fht with a vehicle. - Sometimes it's better to stand still with your squad than to move into cover when getting rushed. Ground cover doesn't provide bonusses at 10 range (around the length of a tank) and moving severely reduces the accuracy of your units. Retreat if necessary when your enemy comes too close and starts outgunning you. - When you suspect your opponent has a mortar, keep your squad to the edge of the capping circle so your enemy has no vision of them and your squad doesn't get bunched up. - Use tellers on chokepoints, like between the two hedges (where your opponent attacked you with his aa ht). This will one shot vehicles and thus heavily punish your opponent if he overextends. And most important of all: don't float manpower! At one point you had 1500 unspent manpower. This is equal to not having ~5 units on the field or your opponent having wiped ~5 units. This is what lost you the game. Generally spending mp on anything is better than spending it on nothing. Try to aim for 4 grens or even 5 if you feel outnumbered. If you feel like this is too hard to control, blobbing a bit isn't a big shame at this rank. A second mg could've protected your flanks, while a second pak could've held back vehicle pushes. Also, an early puma would've wrecked your opponent. He had no snares or AT, so you could've rushed his aa ht and have your fht have free reign against his infantry and probably won the game. Using the jaeger infantry commander is also an option. G43's destroy RE's that try to close in and make your grenadiers effective on the move (90% moving accuracy). Make sure to always upgrade some grens with lmg's too, tho, for long range fights. That's all for now. Make sure to upload more replays so we can help you progress further! In: Replays |
Thread: Counter to Rear Echeleon Spam with Flamethrowers10 Oct 2018, 08:22 AM
Can you post a replay? That way you can get more direct advice. |
Thread: % of a hit8 Oct 2018, 18:15 PM
Try playing in cheatmode and put an invinicible tank on hold fire and let another tank fire on it. It's quite a revelation when you note how often the tank get penned and how often it deflects. It's not as balanced as you think. I most often saw the tank being penetrated 10 times in a row, then the shots bouncing 5 times in a row. It's almost like bad luck does come in streaks. When you just happen to be in that bouncing streak, then that's very unfortunate, but it's part of an RNG-based game. Eventually everything evens out to the proper percentages, if necessary in another match. The only thing you can do against "bad luck" is to always prepare for the worst, by, for example, going overkill. In: Strategy Desk |
Thread: Commander Revamp Patch - Bug List8 Oct 2018, 14:30 PM
The call-in ability of the recovery sapper refers to "squads" instead "squad". (Note: last time I checked was revamp 1.3, sorry if this has already been changed) In: Lobby |
Thread: % of a hit8 Oct 2018, 12:33 PM
Point blank accuracy of vet 5 p4: 0,063 Target size of IS2: 26 (Cruzzi's dps chart) Hit chance while standing still: 26*0,063*100 = 163,8% Hit chance while moving: 26*0,063*0,5*100 = 81,9% Scatter shots have a pretty high chance to hit at point blank range, so it would probably bring the hit chance while moving up to 90%+. I'd probably buy a lottery ticket if I were you. Or just quickly halt your tank before shooting.. In: Strategy Desk |
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vet 3 arty officer buffing vet 3 tiger - pogby: JibberJabberJobber map: Faymonville Approach1-656
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Long match against mystery opponent - could it be Siddolio?by: JibberJabberJobber map: Faymonville Approach2-786
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