Arth

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Everything posted by Arth

  1. "DT29 is really accurate in hipfire, more than MG13." lol no "STG44 has a lot of spread after the seventh bullet." what do you mean with this? surely not ADS. Hipfire? > https://i.imgur.com/VbP0kjY.png "The STG acts like a jack of all trade weapon. Saying it can hipfire is a bit rendundant. But saying it has good hipfire is quite hilarious, hitting anything more than 5 meters away is mostly luck..." "AVS shouldn't be hipfired because it has 15 bullets. You Don't wan to waste your mag." you are aware we're talking in a "plz balance" thread right? Where it's common to compare X to Y. #1 With what the germans have the AVS can easily get a hipfire buff. #2 the STG is way better at hipfire then the sheer majority of guns. Obviously it's not a mp40 but it can hipfire in doors easily. And that is all you need. Your raising the required range for hipfire to be good waaaaaaaaaaaaaay to high. Obviously that makes you win this argument when you do that. You only need CQC in door levels of hipfire. Not mp40 10m+ something hipfire range. Where every other gun would ADS. i'm comparing the STG hipfire to ppd, ppsh,avs etc. like what are you doing? comparing it to the mp40 or something? STG has bad hipfire cause it's not the mp40 hipfire? *facepalm* again, a few meters is all you need for it to operate effectively in the sheer majority of in door environments or in face to face clashes when going around a corner or w.e. STG meets the hipfire requirement. "PPSH and PPD are not meant to be hipfired because of their sway since they act like an LMG." "That's why you hipfire only SMGs..." wow...
  2. wow you've clearly never played a other faction if you think STG has bad hipfire. USSR's only option for reliable/deadly hipfire is the pps-43.. yea that's fun only one gun. STG has straight up better hipfire then ppd/ppsh/avs/dt/dp/maxim and thanks for not mentioning the mg13. Every german and their german shepherd runs with one. Has WAY better hipfire/ADS accuracy/recoil then Johnson while also having 5 more bullets and a good sight. and no that a SMG has good hipfire is obviously not uncommon. I just mentioned it cause it's another good all rounder. GER has 3 ussr has one. man you sound over privileged/naive. If you wanna rile ppl up for anti-german protests then this is the way to do it.
  3. Arth

    avs

    no it isn't but i find that a bit different then adding bullets to a mag. rof inaccuracies are everywhere. AVS would be the only gun with a fantasy mag. also there are trade offs everywhere, stg can't 3hk heavy set gold at 162m no matter what, AVS can. hell STG can't 3hk hsg at all... if that's a bad trade off for everything else is up to you. But there are balancing factors implemented everywhere.
  4. Arth

    avs

    blame history/the engineers who made it.
  5. Arth

    avs

    never gonna happen, they're not gonna add fantasy to the game. Like adding 5 bullets to a mag. this is dead on arrival.
  6. *reads title* by buffing other guns. think the added recoil on guns that don't have hipfire only makes guns that can hipfire so much more powerfull. a gun needs to be able to rely on it's ADS to pull it through a fight if hipfire isn't a option. that's why i think germany is so good now, MP40/STG/MG13 all have great ADS and hipfire capabilities. other guns just need to get buffed imo. Especially those that can't reliable hipfire.
  7. Arth

    MG13, is it OP?

    the DT-29 and MG13 behave like pre-bipod patch. And imo that's how it should be. other guns need to be buffed instead of these nerfed. Would fix the US as well,
  8. yea i hate the magical spawn bus as well, only reason clans steamroll randoms. APC drives in > good pile of clan members spawn > auto win as good as guaranteed often they have 2 apcs to just immediately jump to the next one. but the forum is littered with these ppl so you're never gonna get support for these kind of suggestions Clans reaction "making my gaming experience slightly hard ? UNACCEPTABLE!" They just tell you to git gut against their clans, while you play with randoms who at the moment that they drive on the objective with their spawn bus are busy trying to attack the previous point.
  9. Arth

    US infantry camouflage of choice?

    from the guide, in the "best camo" section. "An example for the USA is the brown field camo, from my experience, the best infantry allied camouflage I have ever used for a long time. (Now there are much better camos for woods)" didn't read the last part. Is that part added later? why not remove the entire sentence and suggest the camos you prefer now. about the army fall helmet i'm not sure, could be too bright. Granted i never tried it.
  10. Arth

    US infantry camouflage of choice?

    brown field? i don't agree with that at all. The lighter patches are way to bright for most environments/bushes. imo Army fall helmet idk, took dark green cause it fits well with Army fall.
  11. Arth

    Nerf Tanks

    he quit after squad 2.0 for as far as i know he stopped updating hes weapon/tank statistic tool and left back thent: https://script.google.com/macros/s/AKfycbwF7UGqPbT8Ad_PscA2IftxJRh2hDu7Za8tkJ9y2vr7ckZhFsG0/exec did he came back and is now leaving again?
  12. Arth

    Nerf Tanks

    when you get invited to the core tester or bug hunter group you first get a set of house rules explained to you. 1 being that your membership will get revoked if your inactive for too long. and i don't see the internal forum for a while now (the place where core testers, bug hunters and reto talk) so that gives me the suspicion that i'm not a core anymore. also the testing environment won't load anymore, but i'm guessing that's due to either a technical problem cause i didn't update it in ages or they've moved to a new client. And even if it worked i can possible not connect to it due to my membership possible/probable being revoked. i'm not seeking to get back in though, the game in it's current form is sadly not worth spending volunteer work on.
  13. Arth

    Nerf Tanks

    yea my friends also quit due to armor 2.0 my last mate raged quit 2 days ago, we took a break soon after the release of armor 2.0 because enemy light tanks were standing in capture points without a care in the world while being surrounded by our entire team. as a core tester (ex-core tester now? honestly idc if it's ex or not atm) i then took a look for myself at what was going on with the tanks damage model and yea it was proper bs. (not gonna say what due to my NDA possible still lingering and even if it isn't i'd still not say it) Then we played on and off and came back fully 2 weeks ago and like i said since 2 days ago i'm already the only one that is l;eft now 😐 personally i'm dealing with it pretty well, but like someone already said regular/starting players are probable suffering quite a bit. i think the durability of tanks is catering to a minority of the playerbase.
  14. Arth

    Delete Heavy Set badge.

    same for the magical spawn bus. Game would be so much better without it. but clans wanna keep their easy victories. Drive apc on point > spawn together at the same time > win some of the most well known clans can't even win against randoms without it.
  15. Yea tanks need to be nerfed now, they're driving around like they are immortal and the sad thing is they pretty much are. Playing since march 2013. Became a bug hunter, then moved to Core testers. And this is the first time where i really think Reto brought detrimental harm to the game. Just make RPG launchers able to kill tanks in 3/4 pens = fixed. RPG launchers don't reload fast enough to quickly dispatch tanks like AT nades could, so just relegate AT nades to killing anything non-tank (and maybe light tanks) and assign Bazookas to the role of Tank killers. you need to be able to damage them to the point they fear for their lives, but also not being able to insta kill them. This does that imo.
  16. just now we pushed a team of germans back all the way to A1 for 90% of the game, then one APC passes by and caps A2, A3, O1 and O2 in rapid succession before ppl could get back granted ppl don't know or don't wanna press the F11 button
  17. o yea absolutely, forgot to mention that cause i was in a rush, had to leave 10 minutes prior to posting that. and i also didn't say that, personally i'm not opposed to the idea that AT nades are just not meant for TD/MED/Heavy tanks and MAYBE even lights (that they simply don't do enough damage), i pointed that out with my list but that could be unclear. the notion that only rpg launchers are meant for truly taking out tanks sounds good to me, cause with the number of pens that i mentioned together with the reload speed makes the RPGs sit at a point where i think tanks can/will be pushed back/held at bay cause they deal enough damage. But at the same time riding up to a tank and instant killing it will also be out of the picture cause the RPG is simply to slow of a tool to dispatch a tank quickly. so you get this balance imo where you can deal with tanks but at the same time can't rush them and insta kill them.
  18. Core Tester Arth here, (yea dropping in after months again to give my 2cents.) about the new Tank system, the dmg applied by explosives is just way to low. Damage needs to go up and also with less rng, sometimes you do the regular amount and sometimes hardly anything. (while aiming at the same spot while also having 100% pen) in the test server i was trying to kill any tank and with only a ridiculous load out could i take out a tank, but sometimes bad rng would not even allow that. it's not a bad idea, but tanks should still be able to die in a decent amount of explosives. Cause currently i can't help thinking that the following would be better then this entire system in it's current state. AT nades destroy jeeps/motorcycles in 1 AT nade. AT nades destroy (1st tier) APCs in 2 AT nades (H3's in 1? 2 is probable fine as well) AT nades destroy (2nd tier) APCs in 3 AT nades (H3's in 2) AT nades destroy mobile AA in 3 AT nades (H3's in 2) AT nades destroy ARV in 5 AT nades (H3's in 4) forcing a more AT specialized loadout, having to take the badge for more dmg in order to kill it in 3. Or the more Explosives badge so you have the required amount. RPG launcher destroy jeeps/motorcycles in 1 shot. RPG launchers kill any APC in 2 shots, also the mobile AA RPG launchers kill a ARV in 3 shots RPG launchers kill light Tanks in 3 pens. RPG launcher kill a Med/TD in 4 pens (The amount of time it takes to reload 4 rockets on any RPG launcher is significant and makes this more then fair imo towards any MED/TD) RPG launchers kill a Heavy TD in 5, again forcing a more specialized AT load out. just quickly out of the top of my head, gtg so what i wrote above was rushed and might not be optimal. So plz take that into account ^^ P.S. with the new spawn system i think APCs should only be able to be spawned on when it isn't moving, Right now APCs are driving around the objectives spitting infantry out at a stupid rate. Greetings, ~Arth Added for more explanation: o yea absolutely, forgot to mention that cause i was in a rush, had to leave 10 minutes prior to posting that. and i also didn't say that, personally i'm not opposed to the idea that AT nades are just not meant for TD/MED/Heavy tanks and MAYBE even lights (that they simply don't do enough damage), i pointed that out with my list but that could be unclear. the notion that only rpg launchers are meant for truly taking out tanks sounds good to me, cause with the number of pens that i mentioned together with the reload speed makes the RPGs sit at a point where i think tanks can/will be pushed back/held at bay cause they deal enough damage. But at the same time riding up to a tank and instant killing it will also be out of the picture cause the RPG is simply to slow of a tool to dispatch a tank quickly. so you get this balance imo where you can deal with tanks but at the same time can't rush them and insta kill them.
  19. tool that is still relevant: https://script.google.com/macros/s/AKfycbwF7UGqPbT8Ad_PscA2IftxJRh2hDu7Za8tkJ9y2vr7ckZhFsG0/exec If it comes to infantry weapons the only thing i came across in this tool that is outdated is the m1/m2, it got nerfed a long time ago. It does 25/29 dmg now depending on ammo. Anyhow, Infantry class Kar98 = SMK Hart, Heavy bolt, Scout II (OHK ppl with heavy set bronze) Recon class Kar98 = SMK Hart, Heavy bolt, Chrome moly 4150 (OHK ppl with heavy set silver) (heavy set is a badge that applies dmg reduction, 5% with bronze, 10% with silver, 15% with gold) personally i would go for a semi auto with a scope though. Heavy set is so common that you will 2HK allot, especially with a infantry kar98. ppl could start talking about the anschusspatrone s.S ammo, but that ammo can't even OHK bronze heavy set with a infantry kar-98 and can only OHK bronze heavy set with the recon kar-98 also the damage over distance gain from the anschusspatrone s.S ammo is irrelevant.. the SMK ammo does the same dmg as the anschusspatrone ammo at 215m for infantry kar-98 and 198m for recon kar-98 that's far enough, your not gonna get many kills beyond 198m, thus imo it's 100 times better to go for the SMK ammo that can kill a heavy set degree higher.
  20. it's based on armor thickness. (if i recall correctly the flip side was at 20mm) you will discover that the APC's require iron fist.
  21. If AR gets removed completely then we will go back to (SU) recons blocking every path till they are ready to attack. This was the reason AR got introduced. Germany couldn't move forward at all cause everything was just blocked. And i'm not exagerating when i say "Everything". So a complete removal will (very Very VERY) likely never happen.
  22. Arth

    Proposition about STG44

    HSS imo + M2C hasn't had 33 dmg for a long time now, jackal ammo does 29dmg. So 5HK vs HSG.
  23. only by doing extensive and very lengthy testing procedures. A task i'm not man enough for. core testers/bug hunters don't even have a spreadsheet or w.e available to them for this kind of information. Only with tools in the Console of the test client can we gather information. for example. to determine max dmg, dmg drop off and minimum dmg. We must first type in the console a command that gives us feedback for every bullet that we fire. (this only works in the test client ofcourse) we then get a few rules of information with every bullet we fire, but to determine these 3 items we only need the last 3, sample. ( what you see here is the lowest dmg bullet on the SU Tier 1 pistol vs a HSS head, results in 99 dmg (22x5=110, HSS 110:100x90=99) Conclusion: don't take this ammo for this pistol ) max dmg is ofcourse easily determined, shoot in the torso at point blank range.. ta-dah you got the bullet dmg. (in case the dmg is over 100 we need to shoot in the arm or use heavy set and after that use math to determine max dmg, cause it doesn't display more then 100dmg cause the target only has 100hp) to determine minimum dmg we just back off and shoot a target. (this is where the body part confirmation is handy, to determine if we properly hit our target) and then ofcourse to determine dmg drop off we need to repeatedly shoot at different ranges. Write down when dmg drop off begins and ends. And we got our dmg drop off information. To do this for every gun and with every combination of dmg altering modifications (so not only dmg altering mods but also mods that alter the dmg drop off) is already a insanely lengthy ordeal. one that only redemon has been crazy enough for to do it. Think he also had some other tools in hes possession to help him with this but idk for sure, i heard that but never talked with him about it to know for sure. I don't think any core tester/bug hunter will ever try to replicate what redemon did, so any complicated information will have to come from reto. for max dmg and pen values i can be asked. then again if you don't know the armor values then pen values are pointless which we can also collect but yea.. the scale of the operation to collect all information is just to much. like i said it already took me a few hours just to get the max dmg stats for all infantry weapons with all dmg altering mods. (granted i experienced some technical issues that i had to fix during it so it wasn't done in optimal time) anyhow, in conclusion; getting all the information can only be done by asking reto. And likely not even then will you get it, cause i highly doubt they got everything written down in a document or w.e.. if that's the case then even they need to collect all the information from files. making me wonder what/how much this upcoming dev stream will deliver. To a extend? sure. But all? i don't see that happening.
  24. came back from a break (i'm a core tester, Redemon can vow for that) and i just checked all dmg values from all small firearms for the infantry class just for my own information (only the max dmg at point blank range though, only getting these already takes hours). Nothing has changed in this department. (only m1/m2's upgraded ammo is now 29dmg, but this was changed long ago and was publicly known already) And i highly doubt anything else has drastically changed, if at all. When Redemon made this tool everything already looked definitive. /////////////////////////////////////////////////// btw Redemon's tool doesn't have the T1 pistol stats, those Max dmg values can be found here: already shared those a while ago. p.s. the Hetzer doesn't have the same cannon as the Stug.. the wiki says it does but this is incorrect, Redemon's tool has the correct values and will show you that it is a typical Tier 1 cannon. But you should be easily be able to tell that it isn't a T2 cannon by just playing the game. (and M10 wolverine still has the same cannon as the hellcat, that was my reason for visiting this area. Me being curious if that was still the case)
  25. Arth

    The Johnson modding

    why would you go with that 2hk build... it becomes 3hk with heavy set bronze... my fav build = chrome/light spring/sight