It would work for more than just mortars. Any time anything shooting anything in this game could probably benefit from dynamic RNG. I just used mortars because they would be the easiest to understand example.
of course it would work for any weapon. but does it make sense for all weapons is a better way to think about it. just because you shoot a rifle at a target 10 times doesnt make you any more accurate on the 10th shot than the 1st. im not sure how this would "benefit" the weapons besides everything getting better accuracy after shooting long enough
long range tank shots could is an example of another weapon that might make sense to improve over time. basically very difficult shots (long range) that require the shooter to adjust and their shots based on previous misses. these types of shots are affected by environmental factors which cant be accounted for all the time. thats why they adjust the next shot. in real life this is true for mortars, snipers, and tanks. its not true for infantry firing rifles or smgs though. these arent really affected by environmental factors.
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I already mentioned gimmicky killstreaks.
Most people just wish for flanking to be more rewarding and conscripts dealing more than zero damage.
relic is going to make flanking more rewarding. i didnt know conscripts did 0 damage though. last time i checked they had almost identical dps to grens. |
it does make them do more damage vs infantry. each shot actually does 8.8 damage instead of 4.4. the other big change the ability has is it makes the penetration 9 instead of 1. this ability is actually amazing. it will easily take care of vet 3 shock troops. it can kill a t70 if its dumb enough to stay in the mgs arc. it can even take about 50% of a t34s hp if you shoot it in rear armor the whole time. |
its because oorah isnt meant to allow conscripts to soak up mg fire. it allows them to move faster, so use it to stay out of the mg arc.
the abilitys cost went up because it was too good for its cost. just because the cost went up doesnt mean they should then buff it, that defeats the purpose of the cost increase. by that logic, once they buff it, they would need to increase the cost again, then buff it again, then increase the cost..... |
yea i think crit is the incorrect term for what youre trying to say. i understand it now from your next post about mortars, but mortars really seem to be the only weapon that would function like you describe (i.e. adjusting shots to be more accurate). snipers would be another example, but they already hit 100%. even with mortars, they are typically barraging out of their sight radius. they use other units to spot for them. so a mortar squad would have no way to adjust their shots to be more accurate, they wouldnt know if they hit or miss.
i guess your situation would apply to close range mortar barrages, but at close range mortars are already extremely accurate. |
its worth mentioning that the soviet sniper is overperforming currently. the german sniper is supposed to shoot much faster than the soviet. this rate of fire is dependent on distance. i think relic made a mistake though. right now, german sniper shoots 1.4 times faster at near range (where snipers never fight from) but only 1.1 times faster at long range. so the soviet sniper is practically the same as the german version, with twice the durability. if your sniper is used properly, retaining camo shouldnt be an issue. |
ok the fourth tab is now (mostly) complete. it has stats on all the vehicles, though we ignored vehicle weapons that were already covered on tab 2. this tab focuses on tank/AT guns.
then if you click the name of a vehicle, it will take you to a seperate sheet with tables for that vehicles weapon vs every other vehicle. it will show things like chance to penetrate in the front/rear, average shots to kill in front/rear and average time to kill in front/rear. a few of the time to kill tables arent done yet (222, ostwind, ptrs) because their formulas are much more complex though. ill try to calculate those soon. i chose to skip panzerwerfer/katyusha though due to their damage being so inconsistent.
note that these numbers count all misses as doing 0 damage. in other words, they do not factor in scatter because its so complex and inconsistent.
also, cyridius, i ended up adding ptrs and panzerschrecks to the infantry tab for you. as expected, dps is very low and will rely mainly on luck, but the numbers are there if youre curious. i also added them into the squad tables down below so you can see how upgrading schrecks affects a pgren squads dps. |
tabs 1-3 are now done (although we havent factored in flamer instakills yet, thats coming). these tabs include all infantry small arms, vehicle/bunker small arms and mortars/grenades. note that mortar dps does not factor in aoe or accuracy, it assumes all mortars are direct hits, and only hit a single model.
one interesting thing milkacow recently figured out is the german sniper does not shoot much faster than the soviet sniper. it shoots about 1.4 times faster at near range but only 1.1 times faster at far range. since snipers are often at long range, the german sniper rarely makes use of its increased shooting speed. this is contrary to many posts ive seen on the forums. |
Will try it.
does it finishes the tank of?
satchel are not anti infantry?
satchels can very easily finish off vehicles. i lost many stugs that way back in beta. the worst was when i told one to move off the satchel and it decided it was a good time to slowly rotate in place. satchels are anti everything.
i really dislike satchels when i put mgs in buildings. even if i get my squad out in time and the satchel is on the opposite side of the building, they still get wiped in the explosion frequently.
also, you said their armor feels weak. they have 1 armor just like conscripts. on the other hand, they also get 6 SVT rifles, making them the best soviet infantry in terms of dps at long range (and shocks are the only ones that beat them at close range) |
vehicle small arms is now complete on the second tab. with the help of MilkaCow we also added tables to both of the completed tabs. these include dps at range intervals of 5 as well as a simple calculation to find average time to kill infantry squads with each weapon, also at range intervals of 5 (this assumes your squad doesnt lose any men though, as that would reduce your dps).
we may add a more complicated set of tables in the future that account for losing men if there is enough interest, but this would require seperate tables for each squad combination since all dps values are different. for example conscript vs gren, conscript vs pgren, etc. |