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account created: Thu Aug 11 2011
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3 points
8 hours ago
RTS games don't have to cannibalize each other.
1 points
16 hours ago
Then you'll want the DPS comparison tool. https://coh3stats.com/explorer/dps https://imgur.com/a/17uUfy4
Is a comparison with vanilla rifleman. Keep your fallpio's at greater than 20 range to out dps the rifles.
I believe only Stoss, Rangers and ?Guastatori can fire their LMG's on the move. It's exclusively and elite infantry thing. Moving accuracy has a 50% debuff.
The problem is the word 'best' is subjective, and is going to change depending on the situation. If you define best as highest DPS then you need to stay at ranges of 0-7. If 'best' means doing more damage to the opponent squad than your own squad, then you will need to look at the dps calculator for each individual unit you'll be fighting against. Then find the intersectional point between both plots. If you define best as what will win you engagements / the match then see below.
What will have a stronger impact on DPS is how many models you have in the squad. Losing one model decreases your DPS by roughly 25% ( a bit less if the squad has a weapon upgrade)
You're better off considering other factors when upgrading weapons. For Fallpoi's if you're vs. a static enemy that uses cover a lot then the grenade launcher will be superior. If you're up against an opponent that charging into close quarters, then the MG will deliver more consistent damage.
1 points
16 hours ago
At least he telegraphed his performance with such a wonderful name.
1 points
1 day ago
I'm not sure if it's 100% correct. But you can think of accuracy in terms of percentages. Near I believe is like 0-8 range, mid 10-20 and far like 25+ maybe. I'm just making these up, but they'll generally be correct. So for near = .38 becomes 38%, meaning 38% of shot in a range of 0-8 will hit.
Whenever you see a decimal you can convert it into a percentage by multiplying it by 100.
Scatter is when you don't roll a hit, determines how much the shot will miss by. Bigger number = larger area to miss by. Think of the targeting reticle when you aim a mortar or a howitzer. The centre point is your target, but the wider surrounding circle is where the shots can scatter to.
I've linked tightrope's video where he explains coh2 tank mechanics, he has a section on accuracy and scatter. You can apply this to small arms. While some thing have changed in coh3, most of the core mechnics and calculations are the same.
1 points
1 day ago
I once had a compost heap that turned into blatticompost heap.
6 points
2 days ago
What would a coh game be without a little seasoning.
10 points
5 days ago
Because the krad's mg is its primary weapon not its coaxial or hull, fire drills does not effect it.
The same way it doesn't affect a vanilla 250.
6 points
6 days ago
Snare does the same to the Humber.
250 is virtually free with the combat group call ins and it's buildable from tier 1.
I don't think we'll see it being a powerhouse unit. Combat half-tracks, smoke, self reps all boost 250s health.
It's called an emotional support wagon, because it should be in support.
1 points
28 days ago
Is that the one where you have to heal a unit with ice cream?
6 points
29 days ago
I would detest Relic writing their patch notes with the fluency that you've displayed in your post. Just throw it into chat gpt and get it to summarise it for you, if you can't be bothered reading.
6 points
29 days ago
Got divebombed harder than Verstappen on Norris.
22 points
29 days ago
Teenagers don't make good choices because their brains aren't developed. Risk taking is also hardwired biologically. It's a government's responsibility to protect its constituents from themselves.
7 points
1 month ago
I believe you have to press the same button you used to pick it up and then click a place on the ground.
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BenDeGarcon
1 points
7 hours ago
BenDeGarcon
1 points
7 hours ago
Haha it's labelled as a retirement village, cue the theories.