I have a question regarding tanks' moving penalties and scatter.
1. Does moving affect scatter in any way? (I haven't seen anything to suggest this)
2. (corollary) If I am chasing/kiting infantry, does this mean I should not really care about whether I am moving or not?
When engaging in a tank-to-tank battle, it makes sense to hit "stop" right before firing your shots.
- Tanks have significantly large sizes (~20)
- This means that a significant part of the damage potential (~60%) comes from accuracy rolls rather than scatter rolls
- However, moving incurs a significant accuracy penalty (about 25-50% depending on the tank)
- Thus, it makes sense to remain stationary while lining your shots, in order to increase your odds.
However, when engaging infantry:
- Target sizes are tiny, which means accuracy will be 3-5%
- Thus, the vast majority of the damage potential comes from scatter
- Scatter does not seem to be affected by moving (am I correct in this?)
- (vertical and horizontal) Scatter is, however, affected by distance
My question is: if I am chasing infantry, should I keep chasing them (so that I minimize the distance), or should I keep stopping before shooting (so that I have a 3% accuracy instead of a 1.5% accuracy)?
Conscript merge question here; it is known that units retain their inherent armor and received accuracy but get the new squad's dps profile, my question is do merged conscripts get the veterancy buff of the squad ( such as accuracy and received accuracy changes) ? My guess is merging to a veteran squad should always benefit the merging non-vet conscript overall as they should receive the buffs.
I was looking at Miragefla's Youtube feed recently and I discovered this gem:
This should help explain everything about which bonuses are maintained/inherited when you merge squads/recrew weapons etc.
Have a questin waht this mean #The 6 TL;DR Commandments of Rocket Artillery ?
You're right that the commandment was a bit unclear, and I rephrased it. Does it make better sense now?
Basically, it means:
- Suppose that size of the enemy blob matches the size of your scatter area (the real one, as described in #4).
- Then, you shouldn't worry about sniping individual squads (described in #5).
- Instead, just try to match the two so that every single rocket will hit something at least.
- That way you will deal an insane bleed to your enemy
Well, I'm pretty sure it can't be exactly a copy of those ones (and I mean exactly), because Raketen's supposed to gain shittons of penetration. If the Mandos had that, they'd of course be killing tanks.
Your observation is correct. However, there is ample evidence of copypasta in the commandos case. (hover at the commandos ambush bonus tooltip and tell me what it says).
I'm pretty sure neither of them have a bonus to their attacks from attacking out of stealth, until they gain veterancy which then does give them a bonus.
I suspect that JP4/Raketen ambush bonus is bugged; i.e., I think that these units retain their ambush bonus INFINITELY and for all shots they fire (even without camo)
Commandos ambush bonus is probably a copy-paste from raketen/jp4; since commandos are bugged, it is very likely that these units are also bugged as well.
(I haven't reported this as a bug yet, because I haven't verified it yet).
Having out-of-combat persistent cloak for those units is fine; it gives the game a bit of flavour.
However, in the way this is implemented, stealth is completely broken in this game:
- You can abuse stealth so that your JP4 is CONSTANTLY stealthed (even while firing)
- It even causes some phasing issues, where you can't hit stealthed units with attack round.
Here's a video that elchino created about it a long time ago:
(watch at the 1:05 mark about how to properly "use" JP4 camo)
JP4 camo is an issue cause you even can't hit it with ground attack of maybe they already fixed it? I don't recall any fix about it..
I'm 99% sure that the predator phasing bug hasn't been fixed, yet. Last night I used the cloak to dodge some Tulip rockets (and kill off the 2 fireflies that fired them on me).
I will concede that at vet0, the Raketenwerfer is rather situational (slow speed, reduced range etc). However, to those of you complaining that the Raketenwerfer sucks, have you actually checked its veterancy?
- At vet1 there is no movement penalty to cloak
- At vet4, it can even outrun infantry
I would like to know how you guys manage to counter AECs/Calliopes without Raketens (no, mines don't count)