Time in between shots isn't simple, because of ready and fire aim time, so I'll just post accuracy and cooldown:
Kars: Accuracy near: 0.748 Accuracy mid: 0.661 Accuracy far: 0.598
Cooldown time near: 0.19 - 0.31 Cooldown time mid: 0.75 - 1.25 Cooldown time far: 1.13 - 1.88
Enfield: Accuracy near: 0.598 Accuracy mid: 0.564 Accuracy far: 0.529
Cooldown time near: 0.28 - 0.45 Cooldown time mid: 0.33 - 0.53 Cooldown time far: 0.38 - 0.6
Garand: Accuracy near: 0.713 Accuracy mid: 0.667 Accuracy far: 0.5175
Cooldown time near: 0.25 - 0.5 Cooldown time mid 0.38 - 0.75 Cooldown time far: 0.63 - 1.25
Kars and Enfields have 16 damage, while the Garand has 8.
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Post History of Jae For Jett
Thread: The Overwatch Problem17 Jan 2019, 07:39 AM
In: COH2 Balance |
Thread: New Commander Submission - OKW17 Jan 2019, 07:33 AM
Hey Relic quote this in a reply if you actually read all the suggestions :_) Am on the community team, and can confirm that we do read all suggestions posted to both this thread, and the official forum. In: Lobby |
Thread: The Overwatch Problem17 Jan 2019, 02:03 AM
IIRC their accuracy is actually pretty bad (except at long range where its averageish). Its their damage and high fire rate that gives them their DPS. In: COH2 Balance |
Thread: The Overwatch Problem15 Jan 2019, 21:45 PM
If having "rank nothing nobody's" climb the ladder is an issue, then brits would be removed from the game. Anyway, you already have and have had a bunch of random people climb the ladder for certain factions solely playing certain builds, its not exclusive to overwatch (speaking of, I don't think you can really get convincing proof that this is the case). Finally, just because you don't know a player doesn't mean they're not good at the game. In: COH2 Balance |
Thread: It'd be nice if IR pathfinders were 0cp too.15 Jan 2019, 05:51 AM
Just trust me, you don't want that. In: COH2 Balance |
Thread: The Overwatch Problem14 Jan 2019, 22:25 PM
afaik rifles at range 5 get 13.204 while volk x2 stgs get 15.04 leading to your conclusion of superior DPM at range 0-5 So, with no vet, rifles are equal to volks at long range, or at mid range with bars against stgs. In just about any other equal situation, rifles are better... That sounds about appropriate considering the investment. Sandbags are not a factor in arguing cost efficiency. I don't think I need to point out the issue with justifying a high reinforce cost by loading a squad up with a bunch of utility. Ppsh cons can/will run up to a squad of stg volks and win. So when they can run up, they're better, when they can't, they're worse. This means they'll win 1v1s against stg volks, but be significantly less useful when outnumbered. Again, that sounds about appropriate considering their costs. In: COH2 Balance |
Thread: The Overwatch Problem14 Jan 2019, 21:12 PM
On the previous patch, before they were redesigned.
Can we stop doing this? I already posted this in response to your post in another thread regarding this topic (Edit: oops, that was actually dark armadillo). "From my post in another thread: "I did this comparison for cons, but now I think it would help to do it for riflemen too. Raw numbers in the top section, relative ratios at the bottom, sorry for the formatting: Rifle squad effective durability: 5.15 effective models Volks: 5 effective models Rifle squad DPS at max range: 8.49 DPS Volks: 9.035 DPS Rifle squad DPS at 3 range: 33.945 Volks squad DPS at 0 range: 23.71 Rifle squad vet 0, 1 bar, 34* range DPS: 10.835 DPS Volks vet0, 2 stgs, 34* range: 9.488 DPS (*volks stgs spike up in DPS from 1.446 at 35 to 1.96 DPS at 34, given this detail, its probably more useful and informative to take the DPS at 34 and not 35) Rifles, vet 0, 1 bar, close (3 range): 40.36 DPS Volks, vet 0, 2 stgs, close (0 range): 29.266 DPS Rifles, vet 3 effective durability: 7.81 Volks vet 3 durability: 6.49 Rifles, vet 3, 2 bars, 34 range: 18.062 Volks, vet 5, 2 stgs, 34 range: 13.326 Rifles, vet 3, 2 bars, 3 range: 64.439 Volks, vet 3, 2 stgs, 0 range: 39.779 Rifles/volks vet 0 effective durability: 103% Rifles/volks vet 0 DPS max range: 94% Rifles/volks vet 0 DPS close: 143% 1 bar squad/2 stg squad, vet 0, 34 range: 114% 1 bar squad/2 stg squad, vet 0, close range: 138% Rifles/volks vet 3 effective durability: 120% 2 bar squad/2 stg squad, vet 3, 34 range: 136% 2 bar squad/2 stg squad, vet 3, close range: 162% Didn't double check my calculations. Even counting the difference in utility (flame nades, and sandbags) and rack costs, to me, these numbers justify rifles costing 12% more. If you make rifles 260/26 as some have suggested, then ask yourself whether or not the utility that volks bring is actually equivalent to these combat advantages rifles have." So yes, I DO think volks are operating according to cost. I could do the same comparison against tommies or penals, but there's no point. The results are already pretty obvious. I already did the work for this comparison though, so it's at least fairly easy to copy paste this every time someone decides to make a post that either makes up random numbers, rewrites facts, or ignores how the game ACTUALLY works." So rifles are basically even with volks at long range, and single bar rifles beat stg volks at close range. In: COH2 Balance |
Thread: The Overwatch Problem14 Jan 2019, 20:42 PM
Thats just presenting facts that only prove your point while omitting those that dont. Okw always has access to hmgs and at guns? Doesnt ukf have the exact same thing? As for usf, thats pretty much been addressed in the redesign - if you need the at gun, you can very realistically get the at gun, and vice versa for the mg. Id say sturms are besides the problem of volks, and are also the way they are because of faction design. Obers exist specifically because volks DONT scale and rifles + tommies do (and also to fill the long range infantry niche). (Side) Teching costs are a part of faction design and are generally not too relevant in an explicit discussion of whether an individual unit is too cost efficient. As I said, obers exist because volks ARE held back in their scaling. In: COH2 Balance |
Thread: The Overwatch Problem14 Jan 2019, 19:44 PM
Why would we do that (compare them to cons or grens)? Cons are generally accepted to not be in the best spot (though I do havw my own feelings on the topic), and grens are kept relatively weak to compensate for osts stronger team weapons. Of course volks are stronger or more efficient than them. Cons and grens units generally occupy a different role in their faction than volks do, and make up a lower amount of the factions "power budget." Compare volks to the other WFA mainlines which occupy a more similar role and have a more comparable power budget, and volks dont really overperform. In: COH2 Balance |
Thread: let me whine a little14 Jan 2019, 06:34 AM
So a few things: First and foremost, pathfinders aren't that good. The changes were not intended to fix pathfinders and make them viable. They were a last minute, emergency change to make them suck less. Our changes to JLI, however, WERE intended to make them viable, so it should be no surprise that they seem much better (though of course they shouldnt be THAT much better) in comparison to pathfinders. It's like comparing other HMGs to a maxim; of course the other HMGs are better. So yeah, of course JLI are better. Secondly, those accuracy stats are just straight up wrong. Third, the pathfinder carbines that "cant hit shit at long range," are the paratrooper/ranger carbines. You know, the carbines that have a higher max range DPS than volks' kars, or riflemen garands. Finally, pathfinders have easy access to further weapon upgrades (beyond the snipers, that is). Edit: there are also target size differences. In: COH2 Balance |
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