The following is taken directly out of the staff forums and is not really well explained. It's part of a guide I and others once started to write regarding the mechanics and stats of CoH2. Never really got too far as motivation quickly drops. Ignore the texts besides the explanation to ranges and such. CBA to edit it.
------------------------------------------------------------------
If you want, some picture regarding the ranges.
Jagdpanzer:
| | range: {
| | | distance: {
| | | | far: 60f;
| | | | mid: 30f;
| | | | near: 0f;
| | | };
And
| | penetration: {
| | | far: 170f;
| | | mid: 185f;
| | | near: 200f;
| | };
Maybe just a side-view of the vehicle and then 60 range and the values below or such.. I just want people to spot the connection between the ingame ranges, the near/mid/far ranges and then the values/modifiers at those ranges.
Premier League Paint Art:
Besides that probably the same for infantry, but going one step further this time:
M1 Carbine for Paratroopers
| | range: {
| | | distance: {
| | | | far: 35f;
| | | | mid: 22f;
| | | | near: 4f;
| | | };
| | | max: 35f;
| | | min: 0f;
| | };
This time it's not only 3 values, but 4 (if someone finds one where all 5 are important, feel free to use that one), as min and near are no longer the same. Alternatively, just make a slightly abstract picture:
| | range: {
| | | distance: {
| | | | far: D;
| | | | mid: C;
| | | | near: B;
| | | };
| | | max: E;
| | | min: A;
| | };
Between A and B it constantly uses near values and DPS stays the same.
Between B and C it linearly interpolates the "near" and "mid" values.
Between C and D it linearly interpolates the "mid" and "far" values.
Between D and E it constantly uses the far values and DPS stays the same.
That's basically the 5 values that exist and can be used to model / create the weapon profiles.
Once people understood those ranges I would like to go on to explain the different values for penetration, accuracy, burst time and how this can be used to model the weapons more accurately.
If you have other ideas for pics, feel free to post them
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Steam: 76561198005831154
Birthday: 1989-05-11
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Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
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Post History of MilkaCow
Thread: Stormpioneers post patch10 Sep 2014, 18:04 PM
In: COH2 Balance |
Thread: Stormpioneers post patch10 Sep 2014, 18:00 PM
Sturmpioneers:
Make up your own mind if they are good or bad. I added Rifles, Cons, Con-PPsH and PGrens to the list - All just one weapon, not a whole squad. Stats wise I'd say the SP are still better than most squads at close range, but they certainly excel at mid range. Why? There are a lot of squads that beat them in long range damage, so that certainly isn't a point where they are great. There are a few squads that can beat them in close range damage (Shocks, PPsH41 Cons, AE, BAR Rifles, Thompson Paras, ...), but there are few squads that can beat them at mid range. The following picture shows the DPS per range of the weapon of the named squad divided by the DPS of the weapon of Sturmpios. The lower the value the better is the performance of Sturmpios vs the unit at that range. As you can see while every squad has a different point at which the Sturmpio should fight them they can tackle all of them reasonably well at mid range. That's why I'd personally classify them as a mid range squad - not because their weapon is best at mid range, but relative to others their weapon is on average best at mid range. In: COH2 Balance |
Thread: T-34/7610 Sep 2014, 16:52 PM
Dude, it's not "realism" based but that was one argument used in the discussion. The KV-1 needed to be better than the T34/76 in some way. Penetration and such doesn't really work as that would increase further inaccuracies. Making it reload slightly faster (due to better trained / bigger crew and bigger turret) and a bit more accurate on the move (heavier and slower tank => less prone to vibrations during driving) were changes that would improve it without completely breaking the logic. Realism is never 100% achieved, but if you can make changes that to a degree are logical that is superior to just completely out of the thin air ones. In: COH2 Balance |
Thread: Stormpioneers post patch10 Sep 2014, 16:45 PM
Read what you write. Read it again. Read it again. It's fuckign disrespectful towards people who spend the time to provide you with graphs in order to actually help you understand it. You disgust me. Feel free to report me, I'm done with this. In: COH2 Balance |
Thread: Call-in design philosophy - backwards? 10 Sep 2014, 16:35 PM
Relic acknowledged that Call-Ins are a problem right now so there will be done something about it most likely. Would be great if Relic could post what they intend to do (if they do something) so that the community could discuss it and probably provide feedback? It's such a core problem! In: COH2 Gameplay |
Thread: T-34/7610 Sep 2014, 16:26 PM
No one seems to be talking about the fact that its a bug fix for both the T34/76 & the T34/85. Maybe the intent was to affect just the 85? Without a relic staff member commenting I think we're not going to get any answers. See my post earlier. It's just the T34/76. T34/76 and KV-1 had the same file for the gun. When the KV-1 received a 1 second reload reduction this file was edited, which meant it was also affecting the T34/76. Now this file is split into two separate ones and the T34/76 has it's intended reload back, while the KV-1 still has a 1 second shorter reload. T34/85 was never touched. There you have your intent and reasoning and everything. It's a bug fix. In: COH2 Balance |
Thread: T-34/7610 Sep 2014, 16:17 PM
Hmm, dunno. Actually a few people said that they felt the T34/76 was too strong. I just think the majority mostly looks at the changes in the log and what streamers use for their opinions. Since this change was not listed probably close to nobody actually went for T34/76 strategies, as they did not expect it to perform well. I fully agree on the patching though. Not really great for the Alpha testers as well as they test their one set of changes which then only partly make it into the live patch combined with several unwanted changes and they then take the flak from the community for not properly testing. In: COH2 Balance |
Thread: T-34/7610 Sep 2014, 15:56 PM
I feel this unit was improperly changed this patch. Increasing the reload time causes the T-34 to become what it once was, allowing p4s and other types of AT to run all over it again. I'm not sure why it needed a change(thought it was fine as is). Especially since Ram is pretty much useless nowadays. Thoughts? The T34/76 got a unlisted buff in the last patch. The KV-1 should have 1 sec less reload due to the fact it has a bigger turret and crew, but since they shared the same gun (file wise) this also buffed the T34. This patch fixed this. Should have close to no impact on the game anyways as it's still dominated by call-ins. If the T34/76 is too weak now then it's probably giving a buff. Considering that out of each 30 trials at 10 / 20 / 30 range the T34 won on average 43% of the times vs a PIV (Most on short range, least on long range) I guess it's fine. I know it's not a perfect test and the sample size is small, yet it's the best data I could create without dedicated tools D: In: COH2 Balance |
Thread: Stormpioneers post patch10 Sep 2014, 15:34 PM
So <15 AE deal more damage than SP, but > SP deal more damage than AE. AE are 260 MP and SP are 320 MP. Weapon wise they are probably the same. Utility wise I guess the SP are slightly better, but not much. Dunno if the 13% less received accuracy is enough to balance it out. I'd assume the AE are a tad too good (I'd price them at 270 or maybe even 280MP for their performance purely stat wise). Edit:
It's not perfectly accurate, but I'd say something along: Short range: 5-15 Mid range: 15-25 Long range: 25-35 Ranges below 5 do not really matter as it's almost impossible to reach those. To reach anything below 5 range with more than one entity of a squad you basically need to have the squads stand either directly next to each other or inside each other and both players need to spam "Stop" all the time. If squads are so close the Squad AI goes crazy and they run around a lot requiring this spamming. Edit2: These ranges are abstract ones I'd use for those ranges. It is very well possible that certain units with mid performance peak at 16 range (as Stormpios do AFAIK) or peak at 21 (PGrens when I last compared them). They are simply ranges in which a "short", "mid" or "long" unit is usually pretty effective. It's really hard to judge the correct range anyways, so I'd rather have broad ranges. The average peak of units is probably: Short: 10 Mid: 16 Long: 30 from a few examples. I just checked In: COH2 Balance |
Thread: Close the Pocket10 Sep 2014, 12:58 PM
Most people here seem to not even know what this artillery does and how it works. It is definitely the strongest artillery in the game (from the pure damage potential), but also the hardest to use. Similar to "Sector artillery" or the "Offensive Artillery" or however it's called for the OKW Sturmofficer commander it has certain requirements that need to be met in order to be able to use it. In this case the artillery targets cut-off enemy sectors and will barrage the units inside those for a long time as long as the requirements are met. It does not work on neutral sectors and AFAIK not on additional territory (meaning if your enemy captures another sector adjacent to the cut-off ones, this one is not getting barraged). Reconnecting the territory instantly cancels this ability. I'm not sure anymore, but AFAIK it takes 10 seconds for the artillery to kick in. The commander itself has several units/abilities that can help with this artillery as the stuka decapture or the infiltration squads. It's an incredibly high-risk/requirement, high reward ability that's probably fine 1v1, but can be quite OP in the bigger teamgames. With the bigger sectors in those it's harder to evade the artillery and harder to reconnect territory. Besides that it's the most map-dependent commander to this date. Edit: Caches do provide a certain protection, but only in smaller games. As they delay for a bit and the stuka divebomb requires 3 hits to take them out they usually make it pretty obvious what the opponent is trying to achieve and allow ample time to react. In bigger games this time might not be enough due to the bigger space each sector covers. Edit2: Regarding that coffee discussion. Most coffee that's made by machines is actually done with water slightly below 100°C. It's heated to boiling temperature and this expands it and causes it to be pressed through the actual ground coffee and in the cup. By the time it hits the coffee it's usually already cooled down a few degrees and even more when it exists the machine. There are a few coffee machines that work with temperatures above 100°C by having a completely isolated brewing system that is pressurized, but even for those by the time the actual coffee leaves the machine it's below 100°C and quickly cooling. Fresh coffee is hot and people usually want fresh one as it starts to get sour when it cools off. In: COH2 Gameplay |
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