Can anyone tell me how to extract info from the game it self. Then even I could just make an app that gives you more accurate dps graphs.
Do you mean replay files?
To be honest, no idea about that. But I also doubt that it is possible. As far as I know (I don't have much knowledge about replay files though), no unit positions are saved. So even if you'd get some info on HP decline, there is no way to get the range.
You're posting stats in the best possible cases. Please post n/m/f too.
I don't want to participate in the discussion what exactly is supposed to be a "flanker" unit since I find it tedious, but Vipper's general point is right. Katitof claimed:
Not a single axis unit in game lost any relevant amount of armor that would even remotely impact result vs T34 main gun at any range, be it frontal or rear armor. Maybe some fringe cases with 5-10% bounce chance.
He fails to back it up though.
Especially heavy tanks across all factions lost mostly rear armor to reward flanking. And regarding the special example of the T34 as discussed here, you are right, the exact numbers obviously depend on the range. Katitof though even claimed "at any range", so he should be able to deal with values calculated for "any range". But even in the "worst" case, Katitof's claim does not hold any truth.
One thing I find suspicious is the extremely short reaction time.
Even given (Rosbone's point) many of these cases where something happens at the edge of the FOV are inconclusive due to desyncs, you still need some time to react.
However, how exactly does this hack work?
From the accusations it is assumed that he at least sees some ghost units in the FOV. Or does he just get straight FOV? Does the old FOV indication stay? If he sees everything, why does he sometimes react so "late"? In the example of the assgrens sprinting to support a flanked MG42 against Conscripts, he could have sprinted earlier with similar effect.
Why does all of this happen at the absolute edge of the FOV where we are dealing with synchronization issues, and not 5-10 meters out?
The only explanation is that he actively waits until the edge of the FOV to not look suspicious. But in this case he must have a god-like feeling of the exact FOV of his units and always nail it with accuracy of those 1-2 meters.
It would be good to have the actual replay files or at least full length games as video. What matters is not only when he DID do suspicious things, but also the amount of times when he did not in the same game. And nobody can judge that from mostly 1 minute clips.
When you say "true" you mean from in game testing?
From a model that I made after in game testing and modding rifle stats.
I also made a test with the live Gren K98 and it seems to work well. To be fair though I so far focused on getting the timings right, I have not checked for the actual damage and assumed those are correct so far. That formula is in line though with what we see from all other weapons in the game.
It's only strength is it's HP though, if you give it 800HP it's at the same durability level as a T-34-85 but without a decent gun.
800 HP is maybe indeed a bit too little, but as others already said, it has very good armor. A P4 cannot break through against it, 880 HP would ensure that you can't double snare it. At the time it comes out the only real counter is an ATG, so it will still be a decent addition for your mid game and the late game is all about synergy with the SU85 anyway.
Wait, are you saying the DPS calculations for various weapons on Seralia aren't accurate? That's rather unfortunate, I've been looking at it a lot recently to try and gauge some things.
At the moment I can say for sure that the formula is wrong.
However it will still be a decent indication for the time being. But if you want to compare units that are only a couple % apart, then bear in mind that you can't draw any conclusions.
Thats a whole lot of false equivalencies and trying to explain away why the exact same scenario shouldnt be given thought to while the other should.
Either all factions get caches or none of them do. Pretending the game will be balanced otherwise is bad faith delusion. If thats how you prefer the game to be than fine, but dont insult my intelligence by trying to hold the same argument two different ways.
The bottom line: There is no reason why OKW should have caches. There is also no reason why they shouldnt have caches. The only thing thats holding OKW back from having them is outdated design philosophy just like other factions missing unit types that are basically necessary in team games or factions like brits that are just a box of gimmicks because relic was taking the piss when making them.
Well then point out the wrong ones.
But overall it does not matter, since the Calliope example was merely an illustrative example. The only point I made was that we have to check for risk and reward. And high risk patches is not what this game can afford.
I also don't know why you jump to conclusions about caches because that is also not what I said at all.
At minimum schwerer would have to go, being able to plant your schwerer and then build cache under its protection would be problematic on map where you can already put your schwerer close to your base, protecting the cutoff and some of your mun/fuel/VP. Then their premium tanks would have to be toned down to non-premium level because their highest price and no-cache balance out their superior power out of the box. We already see how it goes on large teamgame and we don't want the same on small scale games. So Pz4 to be aligned to Ostheer's one and Panther pushed further back in a new tech level or even made doctrinal.
Vet5 should also go because and all benefices given with taken out. HMG34 and rak could also left the HQ and join OKW tiers, no reason anymore to have easy access to tools to maintain you field presence at cost of not being able to build caches.
And so on etc...
I actually don't really think so. Maybe some tweaks, but I would even go as far to say that there don't need to be any tweaks on the defensive part. I am talking about 3v3+ however.
We see OKW being supplied with caches already in large team games, the burden of building them is just shifted to OST players. Are OKW tanks a big issue in these modes? I wouldn't say so actually.
Does Schwerer Gun need to go? Here I would also say no. First, points and resources in general are rather safe. In large games (at least on my scrub rank), players don't put their HQ to the front line because it will get deleted by artillery. Especially since there will be 1-2 Sextons for every Brit player. Schwerer near the front lines is very very risky, so best is usually to put it further back where usually none of the fighting takes place anyway.
Same goes for cache building. Can you protect a cache with Schwerer? Absolutely. However, 3v3+ maps are so large that you usually have 2-3 points that are so far back that the enemy will not reach them. Even if they did, they won't have time to destroy the cache. Schwerer at the front line is a bad idea as I just described, and securing a cache that usually does not see any action anyway won't be a huge issue.
No don't get me wrong: I am not saying that there will 100% be no issues, but I think all of those are manageable without too much work. The small modes, where cache protecting could be an issue usually don't have (many) caches. And in the large modes where we have caches their protection would no cause an issue since they are already gated off by map design. Overall, I assume 2v2 will be "hit" the hardest. But as I said, in a premade team we can already see all of this. And none of it has caused the huge issues you're describing