Company of Heroes Micro Tip: Chase retreating squads or stand still? |
- Micro Tip: Chase retreating squads or stand still?
- Damage calculation for chasing retreating squads or standing still
- Overwhelmed by unlocks
- Really liking the Pershing's power shot ability
- how to deal with okw early game as su or us
- UKF mid/late AT options
- A rank 6 1v1 Brit replay for your amusement (context in comment)
- Crossing in the woods - strategy?
Micro Tip: Chase retreating squads or stand still? Posted: 28 Dec 2019 03:03 PM PST
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Damage calculation for chasing retreating squads or standing still Posted: 28 Dec 2019 03:16 PM PST Hi guys! I was inspired by Tightrope's most recent video about retreating squads and calculated the damage difference for chasing vs remaining stationary for grenadiers using stats as i was surprised by the results! I started by plotting dps vs range for a single gren when stationary and moving, then finding polynomials that fit. For stationary y = -6E-05x^3 + 0.0046x^2 - 0.2007x + 5.9747 (Eq 1) For chasing y = -3E-05x^3 + 0.0026x^2 - 0.1052x + 2.8332 (Eq 2) Both had R^2 of 0.9999. Then I found the retreat speed(5) and move speed of grens(3). Using these values range increases at a rate of 5 units/s for remaining stationary and 2 units/s for chasing. Now I can insert these into above equations to find dps vs time for the two rates of increasing range, giving: Stationary: y = -7.5E-03x^3 + 0.115x^2 - 1.0035x + 5.9747 (Eq 3) Moving y = -2.4E-04x^3 + 0.0104x^2 - 0.2104x + 2.8332 (Eq 4) Final step is to integrate these, but i need to find the limits first which represent the amount of time that they will be in range for. For both lower limit is 0. Upper limit found by dividing max range of grens by the rate of increase of range found before, giving 7s for remaining stationary and 17.5 for chasing. Integrating Eq 3 between 0 and 7 gives 25.88 damage Integrating Eq 4 between 0 and 17.5 gives 30.32 damage Then applying received accuracy modifier(0.4) from retreating, and scaling to be a full squad gives: Total damage when stationary = 41.408 Total damage when chasing = 48.512 Pretty close to the numbers reported by Tightrope! Just thought it would be cool to compare the experiments to the theoretical value, let me know if any of the numbers I used are not accurate because info is hard to find. Note: calculation assumes even damage over time, in reality its done in bursts when models fire shots, I'd assume this is the main reason for the difference. You could calculate more accurately by considering reload times and what range the shots are fired but its not really relevant in the decision to chase or not. Info Sources: Tightrope's Video: https://www.youtube.com/watch?v=ngDHMRW4YDs Cruzz DPS Sheet - https://coh2db.com/stats/#65 Units Speeds/Ranges - http://www.coh2-stats.com/ Retreating bonuses - https://www.coh2.org/topic/30003/what-bonuses-do-units-get-on-retreat [link] [comments] | ||
Posted: 28 Dec 2019 05:35 PM PST I installed the CoH2, because I really want to get into rts again (played SC2, WC3, Aoe) and now I'm clueless about all the unlocks you seem to have to make. I really have to pay more money for the other factions or any PvE content? And with so many commanders are there some must haves? The game seems very fun, but all the unlocks are overwhelming. [link] [comments] | ||
Really liking the Pershing's power shot ability Posted: 28 Dec 2019 08:35 PM PST
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how to deal with okw early game as su or us Posted: 28 Dec 2019 08:28 PM PST | ||
Posted: 28 Dec 2019 12:44 AM PST Was inclined to learn UKF due to the excessive amounts of salt associated with it. Infantry section do take a lot more micro to use effectively in the early game, but ramp up to become quite a formidable blob of doom later if kept alive and equipped. Running Tactical Support so I'm not lacking for any particular answers in the early game. What I'm missing is the lack of penetration on tanks. The AEC has 120, Cromwell has 135, and the Churchill/croc have the same gun as the Cromwell. You can basically get 2 AECs for the fuel of each Cromwell, 3 for a Churchill (+2 more bonus for not teching), and the AECs have a much easier time getting around to the squishy rear of otherwise beefy Axis tanks. Losing one or two AECs to swarm and take out a more expensive tank is usually worth it. So what's the point of the teching? The Cromwell didn't seem particularly fantastic at AI, and are threatened by opposing AT just as much as AECs would be. The Croc is devastating against infantry but comes way too late to be of real impact. The Firefly intrigues me but shoots painfully slowly. Comet looks better but I'd still rather take 3 or 4 AECs against a Panther or Tiger. I'm leaning towards spamming AECs all game as disposable tank hunters. They may be sub par at AI, but they can still bully infantry that don't have AT gear just fine, and are fairly resilient to snares due to their hp and mobility. They also come with the interesting side effect of having the enemy spend more on handheld AT which gives my Tommys a bigger edge. I thought Soviet tanks felt weak, but I'd take a T34-85 over a Cromwell with the same timing (similarly for SU-85 over a Firefly). What do more experienced UKF players aim to spend their fuel on? [link] [comments] | ||
A rank 6 1v1 Brit replay for your amusement (context in comment) Posted: 28 Dec 2019 01:43 AM PST
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Crossing in the woods - strategy? Posted: 28 Dec 2019 03:22 AM PST Lately, I have been struggling with this map of misery, mainly as OST. Cant figure out how to play on this map. Also which commander is suitable (as OST)? [link] [comments] |
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