While that is true, there are still bits and bobs that don't quite match properly I think, even in EF (see: lol5-man PGRens, the unforgivable hiccup that is the Romanian reward doctrine).
EDIT: Also, Brit redesign? Second coming of Royal Marines Commandlel? Gimme dat T2 Achilles.
Profile of Volsky
Post History of Volsky
Thread: Can we get a hotfix patch at least??6 Oct 2017, 13:51 PM
Thread: Up-to-date unit guides for CoH1?30 Sep 2017, 15:52 PM
You got me on the StG. Brb committing sudoku.
30 Sep 2017, 13:22 PMDarc Reaver
My turn :3
4x Volk K98 (dps per individual rifle):
1x leader gren rifle:
3x Gren K98 (dps per individual rifle):
1x leader gren rifle:
That said, I think Volks are better candidates to pick up any dropped BARs or LMG42s--those will offer a definite DPS boost to them and it's on a 5-man cheap-to-reinforce platform. LMG42s technically nerf Gren DPS at mid/long (iirc), though a pair of double LMG squads are basically an attack move-capable MG42 team.
Thread: Up-to-date unit guides for CoH1?29 Sep 2017, 21:56 PM
Infantry: no bonus.
Airborne: 0.75 rec. dmg., 0.75 rec. acc. while moving (vs. almost all weapons, even snipers).
Elite: 0.75 rec. acc., 0.75 rec. dmg. against 99% of small arms. 1.18 rec. dmg. from flamethrowers. 3x rec. acc. vs. snipers (they will hit you even if you're retreating through smoke and heavy cover).
Heroic: 0.85 rec. acc., 0.75 rec. dmg. 0.5 rec. supp. vs. 99% of small arms. 1.25 rec. dmg. from grenades and flamethrowers.
Soldier: 0.75 rec. dmg. against 99% of small arms. Rifleman rifles and Volk K98s have an 0.6 dmg. modifier against Soldier armor. BARs have a sidesplitting 0.4 dmg. modifier against Soldier armor and are thus functionally a downgrade against PE. 0.9 rec. dmg. from many tank main guns.
Sniper: 0.75 rec. acc. vs. 99% of small arms. 0.5 rec. acc. while moving (vs. enemy snipers only; base 0.75 rec. acc. has no effect vs. snipers).
Note: All automatic weapons in vCoH deal 0.75 of their base dmg. value against all infantry armor types, even infantry armor. Because reasons.
Thread: Up-to-date unit guides for CoH1?26 Sep 2017, 12:50 PM
BAR Riflemen have (functionally) 2x the DPS of a non-upgraded squad. What makes them seem worse is the fact that (for whatever reason) BARs will tend to damage every entity in the squad rather than dropping models outright (which ofc will eventually happen while squads are on low HP). With pure rifles, you'll get the odd volley of rifle shots that instantly nuke a model.
By my reckoning this makes BARs+flamers insanely powerful as the BARs will quickly lower enemy infantry into flamethrowers' crit threshold, allowing your flamers to fire once and nuke half a squad.
BARs are also meh against healing for the aforementioned reason (lack of crits at green/yellow HP).
With everything said and done, the rival mod to the one I code for used to have loads of charts on vCoH weapon DPS; they ran the numbers and it turns out that the M1 rifle in vCoH is so completely shit that, even with BARs in the mix, a Vet0 MP40 squad will out DPS a BAR squad at all ranges (though only by tiny fractions).
DPS at LMS ranges (35-18 m/17-9 m/8-0 m)
leader MP44 rifle:
I've been elbow-deep in vCoH and close-to-vCoH stats since 2011; let me know if you need anything specific pulled via Corsix.
Thread: Satchel charges stick to infantry!21 May 2017, 16:23 PM
PM that I sent to Miragefla; might be the source of the bug, might not.
It's been a while since I've fiddled with CoH2's modding kit, but from my experience with vCoH modding, the satchel sticking to things is a result of its collision type being changed to something that doesn't phase through a given object.
I don't have corsix open right now, but if memory serves, each projectile ebps can have its collision type set to one of several, and under each unit ebps' hit_object_ext there is a pass_through table listing all of the available collision types. If one of those set to true, then all projectiles with that collision type will then phase through that ebps.
In: COH2 Bugs
Thread: soviets quad is terribly horrible on move21 Apr 2017, 18:28 PM
^Incremental acc. applies the given modifier for every entity within it's search radius (single entities don't count, only 2+).
Using the vCoH MG42 as an example, its base acc. at long range was 0.125. It had an incremental acc. modifier of 1.12; so vs. a full 6 man Rifle squad, you're looking at 0.22 accuracy--nearly double the base.
That said, it didn't do didly squat for suppression.
Thread: My WWII veteran grandpa is dying.28 Mar 2017, 22:55 PM
If he was at Anzio, then he was probably a part of the 3rd ID, 34th ID, or 36th ID, or one of the attached units (36th Engineer BDE., 601st TD Bn., 751st Tank Bn.). I have much respect for anyone who served as a part of the Rock of the Marne--it was probably one of our best divisions. All of the units in the Anzio beachhead fought like lions.
May he rest in peace.
In: The Library
Thread: Steel Division: Normandy 44 (RTS ww2 published by Paradox)23 Mar 2017, 06:10 AM
2 Mar 2017, 21:41 PMLeutnant
Delayed as this response is, I must protest against what you're trying to say. As someone who's put a great deal of effort into studying the Italian campaign in particular, nearly every factor was in favor of the defender. The terrain, problems of logistics, and weather all hampered the ability of both sides to resupply and move--and this inherently aids the defender.
Going down the list you provided, I see a lot of "attack successfully" next to those 'low scores'. Those scores are looking at K-D. Guess what? K-D usually favors the defender, especially in conditions where he possesses entrenched positions and is defending in favorable terrain--sound familiar?
In general, Allied unit performance in Italy was quite good. By my estimation the 3rd ID was probably the best (or very close to being the best) US ID on offer, period. The Canadians and Poles both showed their mettle in dislodging the 'invincible' FSJ formations. Other units like the 36th Engineer BDE performed well beyond what was expected of them, given available equipment and the scope of their training. Those boys were no slouches.
The bitter truth is, yes, man-for-man, German formations up until mid-late 1943 were superior to their counterparts in the Allied camp (ignoring first rate divisions like the 3rd ID, 1st ID). By the time the Italian campaign rolled around, the Western Allies enjoyed superiority in terms of basic training, materiel, and munitions (artillery, air support). They enjoyed parity in terms of NCO and junior officer skill, though senior command was admittedly still hit or miss.
On the other hand, German supply, training quality, and general leadership (from junior officers down) was beginning to decline. For God's sake, units like the 90. Panzergrenadier-Division "Sardinien" were likely armed with boatloads of weapons chambered in 6.5×52 mm Parravicini-Carcano; Modello 1891 rifles, Modello 30 LMGs--mediocre quality goods, backed up by hand-me-down, worn out le M.G. 34s and Gewehr 41(W)s, if those were even available.
Fallschirm-Panzer-Division „Hermann Göring“ hogged most of the good equipment, and frankly squandered it--it was no longer a top-of-the-line fighting formation. Panthers and Elefants were sent into combat, and quickly lost due to both mechanical issues and and an inability to stem the Allied advance (and thus prevent those vehicle from being overrun). Surely, if the Germans were still the masters of combat, they would have been able to hold their positions against the smelly Amerikaner and Britische!
Once you get to the Normandy campaign, you're looking at a few token formations, elite ones, propping up a disproportionately large number of trash formations. Units like the 29th ID--which was seeing its first combat--were able to, albeit slowly and painfully, carve a path through the Bocage, into, through, and past St. Lo, and on through France.
In the battles were the Wehrmacht and SS were finally able to readily administer bloody noses to the Allies; Aachen and the Hürtgen Forest, you are again looking at German units tucked into formidable defensive positions or utterly inhospitable terrain that invariably favored the defender, respectively. In both cases, there were precious few German formations still worth calling 'elite', or even standard; the vast majority of the rest of what was on offer were simply large mobs of untrained reservists and the beginnings of the Volksgrenadier formations.
Around Aachen, the 2nd AD, with its woefully inferior Sherman tanks (easily eliminated by even glancing blows from 9 mm weapon systems) were able to give better than what they got--they managed a positive K-D with 'inferior' equipment while on the offensive.
True, the replacement system in place in the American camp was sub par. Yes, troops were generally inexperienced replacements. But their training was far and away superior to the training the Germans were putting out at that point, as was the quality of their arms, coordination of forces, and leadership at nearly every level (again, barring senior command).
As for your technical arguments, yes, the Panther and Tiger were marvels of engineering. Little good that did them; even with their superior technical specs, they didn't get a good enough K-D to have ever even had a hope of changing the course of the war, on either the Eastern or Western. Yep, the M4 medium was Panzerbait, and a tasty snack for any hidden 7,5 cm Pak lurking around. I'll let you in on a little secret though: the Cromwell and T-34 fared no better, and neither did the Panzer IV in the face of any half-competent 57 mm or 3"/76 mm-armed TD crew. The medium tank was food during the war, plain and simple.
I will freely admit that the Soviets did more to crush the Reich's forces than the Western Allies put together. That said, there was still at least the hope in the German camp, however slim, of a prolonged war against the Bolshevik menace--until forces of the Western Allies came ashore, in force, all along the Normandy coast.
In: Other Games
Thread: Is it possible to fix maxim spam before GCS?22 Mar 2017, 19:51 PM
Whelp, 6 men confirmed OP, 4 men too few, great middle ground is 5.
Weapon crew rifles suck, give em' real guns!
0.7 s nerf, still more mobile than the "ultra mobile" .30 cal in vCoH.
Ready_aim nerf could be ignored, but if we want, could also stack w. the increased deploy/teardown time to slightly delay the unit before it fires. Ready_aim only affects the first time the weapon engages an enemy unit (i.e. when it goes from not-in-combat to being in combat).
Thread: Is it possible to fix maxim spam before GCS?21 Mar 2017, 05:16 AM
Squad size from 6 to 5.
Arm crewmen with Con/Guard Mosins, not nerf rifles.
Pack up/deploy time from 1.3 to 2.
Ready_aim time max/min from 0.5-0.125 to 1.5-0.75.
Cost from 240 to 260 (unless base price isn't 240 anymore, it's been a while). This one is optional.
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