1. For all turretless TD make cone of fire like at guns have.
2. For turretless TD make toggle option "don't chase", it's very frustrating when it start to chase and then die due to disgusting pathing. Command to attack when option is toggled, just force TD to move until position where enemy tank was not be in cone of fire. If enemy tank gone, TD not go anywhere, until don't get new command.
3. For all AA vehicle make planes 1-st value aim, then infantry, in the end vehicle. Very frustrating when M5 trying to kill p4 instead of enemy stukas. Or make toggle ability like for OKW shwerer have.
4. Replace stupid 1-st vet katy, werfer and stuka ability to the smoke barrage ability. I saw only few times when their original ability were used. It will be very usefull in lategame and make rocket artillery more usefull.
5. For mines show cirle of blast like democharge have. Sometimes one mine blast trigger near mine too. It will help to prevent such issues.
If someone have new suggestions will be interesting to hear them.
1. Technically they do, although you don't see it. All casemattes have a very restrained capability to adjust the barrel left and right.
2. +1 Although I never use handbrake, this would be very useful.
3. +1
4. Rocket arty shines in lategame. Due to extreme cooldowns basically nobody would use something else than the "deal huge damage" barrage. I think the Stuka zu Fuß has a great area-denial ability that is just not priced correctly. Adding utility would be great in my opinion.
5. Demo charges have a blast radius indicator? I must have missed it. Or do you mean the white circle around the demo charge model? As far as I know, that was added to allow Axis players to spot the charge and therefore prevent squad wipes.
I do know the guide and the explanations there work well for bolt action rifles, but also for these it does not explain certain values such as the "time to aquire a new target" etc.
As far as I see it there is a delay if your soldier aquires a new target.
And for every shot there is
1. an aiming phase
2. (the shot itself, as far as I know it does not take time?)
3. post-firing-time
Then it goes back to #1 until the magazine is empty (also here: where do I find the magazine size-stat?). When the magazine is empty, the soldier has a reload time and then goes back to his standard shooting cycle. This is basically the intervall at which the chances to deal damage are calculated, which is made up by the "chance to hit" (target_size*accuracy*received_accuracy*special_modifiers) and the "chance to penetrate" (penetration/armor). So basically it's modelled like tank warfare with low pen and armor values. Which also means a Churchill should go down to Pioneer MP40s at some point.
All these times are modified by suppression status and sometimes distance.
On top of that, the guide does not explain units with automatic rifles that have a burst-firing-pattern. How does this work? I know there are burst-length modifiers when moving etc, but I do not know how many bullets (or better to say: how many chances to deal damage) are calculated for every burst, how many burst a model can do before reloading etc.
Accuracy and penetration are found under "weapon" in the mod tools attribute editor. You need to find the correct weapon, and usually the "mp" file which stands for multiplayer if I assume correct. For example if I wanted to find the panther 75mm cannon stats, I'd look under "weapons\west_german\ballistic_weapon\tank_gun\panther_kwk42_75mm.mp". Accuracy and penetration should be under there. Accuracy is multiplied by the target size of the intended target. Penetration is calculated as "pen/armor" = % chance to penetrate and deal X damage. Distances are measured by "close/mid/far" which can be found under "range". "angle_scatter" is deviation left and right of intended target while "distance_scatter_offset" is near and far scatter of the target. All these values have multipliers in the file as well so you need to look at that. Fog of war multipliers are in effect as well when FoW is there.
Infantry damage is calculated similarly, only without scatter I think. Some weapons like the BAR, have a chance to reroll their shots at units in the vicinity should they miss. You take the accuracy of the weapon and multiply it by the target size, which is relativley close to 1 before received accuracy modifiers are applied. Then you have weapon damage. All models ingame have 80HP except snipers which sit at 82 to avoid 1 shots by mortars. Certain units, specifically shock troopers, have armor which like tanks gives a chance to negate damage.
There's many more things to cover, but that's the basics of a few things and how they're calculated. I'm sure SneakEye or Vipper could give much more info than I.
Again I feel sorry since you took so much time to answer this question, but I should have phrased my question differently. Nonetheless thank you for your answer, as some points such as the bar reroll where things that I did not know yet. I can find the stats on penetration, armor etc. Not long ago I uploaded the most recent stat sheet and AT calculator for almost all vehicles with significant AT capability in the game.
What I do not know is: Where do I find the "reference distances" in the attribute editor? For example, standard accuracy values for medium tanks are 0,025/0,037/0,05. But at what distances? I assume far is maximum range, that is 40. But what are the reference points for mid and close? It makes a huge difference if the reference points are at 40/30/20 or 40/35/10, as this would be a very different weapon profile. And exactly these reference data points are yet hidden for me, as I have searched the attribute editor but have not found them. Also does the accuracy and pen go up if the enemy is closer than the "near-distance"? Or are these stats hard capped to their close values? I've seen tanks miss shots when the stuck their barrel right through their target, so I would assume they are hard capped at some point.
So I never undrrstood how scatter actually works.
I know that if a shot misses the direct hit, then scatter from the target is calculated. Small scatter values mean the shot will land closer to the actual target.
But what does the specific scatter value of '5 angular scatter' (or something like this) really mean?
I once read a suggestion that said that angular scatter would be scatger left/right to the target, while zhe other scatter value dictates how much further or shorter it will fly.
While this model looks good on paper, I don't think it's actually true, since some shots fly off wildly across the wjole map. So I assume at least one scatter value will influence the angle of the cannon from the perfect angle to the target. Is there anything known about this?
Also I was wondering if someone could tell me were I find the reference point in the tool application for both accuracy and penetration. So for which distances are the 'hard' values meant? And does pen and accuracy go to up to 1 at 0 distance or are they hard capped?
And one last thing to finish this post:
Could someone explain to me which factors (and also where they are in the tools app) contribute to infantry damage by small arms?
Well, not the best "random" teammate story, but I'll share it too.
So me and a friend were playing arranged 2v2 as double Soviets on (I think) Alliance of Defiance (the map with the huge forest in the middle, industry complex on one side and hill area on the other).
While we were doing a pretty standard opening, it was a bit weird when neither of us made contact with enemy units after two minutes. We did not even see territories flashing on the minimap.
Of course we were expecting some neat trick from the enemy, nobody would cue up for automatch and then go afk, right? Right?
After capping our half of course we started taking the other half of the map as well. Still no enemy seen. We realized that the enemy probably never left the base sector and I remember that I cheekily tried satcheling the enemy base bunkers by throwing a satchel over a cliff (it does not work btw) while waiting for my T70 to push the base.
Just a moment before I could push the base, my mate got blobbed by 5 or 6 Ostheer pioneers. They did decent damage, but got satcheled back to base heavily.
Meanwhile, with the help of the T70 I could satchel the bunkers and push into the base sector only to see that the Ost player has used his massive pioneer army to build a huge swastika out of sandbags while his teammate was afk from the beginning.
It is just simply frustrating to use. I do not like the way and how it functions although I know how it should be used. It should not be the case. It should be less frustrating as all other AT guns and should have more of a supportive impact. That is all!
Camo is just for recon purposes, not a real AT ability like what the others have. It would be if it had the same range as others. If even the camo function was nerfed in exchange for better range, than it would have a somewhat better impact but currently it does not as the others do.
OKW has already, too much recon. Should be changed.
Camo is also very good for unsuspected rear armor shots, contesting dangerous points to force the enemy out and allows you to offensively open against Soviet and USF armor. Also with vet it gets a guaranteed pen and bonus damage when shooting out of camo.
But this post is about ZiS and PaK:
Basically there's still the old CoH2 design in there: Highly effective specialized German PaK vs a more jack-of-all-trades Soviet ZiS.
Honestly Sturmpionierr have one of the most interesting transitions from a strong push unit at the beginning to a utility unit (repair, mines, sweeping and light AT) in the late game.
OKWs early AT deficit is one thing, but I don't think that Sturmpios should be the first factor to fix that.
They do repair very quickly when upgraded (only Brits come near this) and still have some okay firepower in a 1v1 on the flanks in the mid to late game.
I think they are fine for their price.
and
"How to perform incompetent data analysis on tanks"
I'll make this as quick as possible, so probably bullet points will do best.
Version 1.0 as of 19.06.19
(not sure if I missed some changes of the new patch though)
What is this?
Where did I get it from?
But why?
Structure of the file
IMPORTANT! Read before you complain: Weaknesses of the calculation:
I will not put this into spoilers for obvious reasons.
Sheet 1:
- Due to my incapability of getting some data from the files (like the reference points for accuracy/penetration far/mid/near etc, this calculation will always compare performance at max range. If you compare a SU76 vs a P4, then you scew your data to the disadvantage of the SU76, as it has better accuracy and pen than used in the calculation.
- It does not take into account anti-infantry capability. So if a unit performs bad in the analysis, then ask yourself if it makes up for it in some other category, like AI, but also speed etc
- Rate of fire is a bit buggy, since there are more factors to the units than raw reload time and I don't know where to get them from. But it can be an okay-ish estimate. If you know where to find them in the Tools-App, please write me a PM.
Sheet 2:
Oh boy, where do I begin?
- no weighting of stats that might objectively be more important
- no weighting of extreme outliers (i.e. a tank with 0 damage will not be punished as hard by the model as it should be)
- negligence of marginal utility (e.g. the damage increase from 159->160is objectively better than the increase form 160->161, but the model does not account for that)
- negligence of anti infantry performance
- model quality depends on the number of stats used
- negligence of positioning/flanking and utility abilities
- negligence of alpha damage, time-to-kill etc
- negligence of collision-based hits
How about the community patchers stop using the live game as their testing guinea pigs especially for one side only tipping the balance so unfair?
Or or how about they actually look at what they put in the game and how it works with balance..
(ostheer commander is blatantly op lets be real here, if soviets had 0cp PPSH cons, penals with smokes and HF point and a IS-2 ace with t-34/85 in the same doctrine everyone would be crying)
How about decently phrasing your complaints for something that other people made for you with good intentions in their own free time?
There are complaints to be made, and rightfully so, but there's no reason to violate Wheaton's law.
Many people in 4vs4 skip as allies light vehicles to get fast arty or tank out.
Also many people just camp, when they have half the map, which is also bad idea now.
--> As allies get vehicles out and push.
And it depends on the map.
On Steppe i don't care for a tiger rush for example. But you can't do that anyway there. Same on redball.
Where this tactic works well is:
liene forest, vielsam and lanzerath ambush. Because there you have a save fuel income.
But yes we need to make 1 more stuff to avoid this fast rush.
The balance team is thinking atm.
But the plan was to get away from CP needed.
Well, it's either make counters better by performance or availability (which would be horrible for the rest of the gameplay) or add additional time to the heavy tank. This could be a long build time (2-3 minutes) or additional cost by directly increasing the cost of the tank (which would make only the first tank perform cost-effective) or a side-tech that enables heavies.
I advocate for the build time. The Tiger etc are priced okay-ish to their performance. And since resource income is heavily depending on the match mode, altering the build cost will have next to no effect in 4v4 while completely screwing 1v1. Build time is equal in all modes
But actually why is that so?
If Axis are able to buy a 230 fuel unit after teching to T4, Allies should be able to get a 130-140 fuel unit out as well. Unless you really screwed up your early to mid game, but then it's okay if the opponent fortifies a strong position.