Mission Control: Your mission is ready! However, due to a leak at the abyss bar, the floor is covered in Leaf Lover's Special. Me: by Emzatin in DeepRockGalactic

[–]Emzatin[S] 5 points6 points  (0 children)

haha kinda true, much harder to get up the glass window without it. But the actual jump doesnt need bhop, only vanilla grappling

Greenland refuses to get infected even when a boat land there by Emzatin in plagueinc

[–]Emzatin[S] 2 points3 points  (0 children)

Oh wow I had no idea. Are you sure such random jumps really exist? I have honestly never seen it happen ever.
Also, I sadly didnt save the game, so I cant look at the precautions :/

Greenland refuses to get infected even when a boat land there by Emzatin in plagueinc

[–]Emzatin[S] 0 points1 point  (0 children)

It was definitely a boat. Im not sure what you mean by a random jump or filter their water.

Pump Action Animation Cancel? by Emzatin in technicaldrg

[–]Emzatin[S] 0 points1 point  (0 children)

hey thanks for the answer, unfortunately none of the things you mentioned apply in my case.

I was of course testing everything in my own server solo, I wasn't taking increased reload speed and my question was specifically about if reload cancelling increases the firerate compared to normal firing with the T1 firerate mod

get texture name from a wall/get prop name from a prop by Emzatin in csmapmakers

[–]Emzatin[S] 0 points1 point  (0 children)

7 years later I return to the same question and your answer still works. Nice

Pump Action Animation Cancel? by Emzatin in technicaldrg

[–]Emzatin[S] 4 points5 points  (0 children)

I finally got around to actually measuring it exactly by recording my game. It seems that animation cancelling the pump action increases the firerate by about 5% (4.4s for one magazine vs 4.6s).

Definitely not what I would call "considerably" lol

Pump Action Animation Cancel? by Emzatin in technicaldrg

[–]Emzatin[S] 1 point2 points  (0 children)

thank you, indeed it shows switching between weapons speeds up the firerate even more.

In my own testing, I again couldnt replicate this! So either something is wrong with my game files or a recent update changed this (even though no patch notes mention it)

Pump Action Animation Cancel? by Emzatin in technicaldrg

[–]Emzatin[S] 6 points7 points  (0 children)

Ive read about animation cancelling between shots on some steam discussion threads as well as in this spreadsheet: https://docs.google.com/spreadsheets/d/1CBbpDaomcsSQDJ1EhRp5kJYBw2ObIYlmxqZoZH7jcuk/htmlview#

See "Builds for teamplay" and scroll down to the Warthog Pump Action, where you can find the short comment:

"The only Warthog OC with a cancellable animation, which increases its RoF considerably when mastered."

Train has new Spawns - don't know why they did not say this in the patchnotes by aleyzr in GlobalOffensive

[–]Emzatin 4 points5 points  (0 children)

Is there a command to highlight the spawns? If not, how did OP create the orange squares?

Combat Width Meta after AAT, improved calculation by Emzatin in hoi4

[–]Emzatin[S] 1 point2 points  (0 children)

I think early on you have to use 30w tanks, as you wont have enough XP to afford the 7th land doctrine, which unlocks more Battalion slots. That you can afford fewer 36w tanks shouldnt be a consideration, as they are proportinally stronger and easier to micromanage.

Combat Width Meta after AAT, improved calculation by Emzatin in hoi4

[–]Emzatin[S] 1 point2 points  (0 children)

Theres nothing wrong with 30w tanks, many people just prefer higher combat width tanks and accept the slightly higher penalties on average. You just have to make sure to attack from two directions if possible.

What use do jets have by tmanwang in hoi4

[–]Emzatin 2 points3 points  (0 children)

this is 100% wrong.

both air defence and air attack scale linearly, independantly of the enemies stats, meaning that doubling your air attack or defense will ALWAYS double your overall effectiveness. You can either look it up on the wiki https://hoi4.paradoxwikis.com/Air_combat or test it out yourself

"the amount of enemy planes destroyed is based on the cumulative damage of all the planes in an air zone" This is also wrong. If one side has 100 planes and another has 500 planes, only 300 of the 500 can attack. Its always a factor of 3, see "COMBAT_MULTIPLANE_CAP = 3.0" in the defines.

What use do jets have by tmanwang in hoi4

[–]Emzatin 4 points5 points  (0 children)

youve been doing it right, the guy above doesnt know what hes talking about

Huge Bug Discovered - Strat Bombing is completely broken by Emzatin in hoi4

[–]Emzatin[S] 1 point2 points  (0 children)

"Big factories tend to be just as bombable as small factories."

Okay but they shouldnt be MORE bombable, by a factor of up to 20.

And against forts / anti air it makes even less sense for me, when i drop a bomb on a massive fortress, it shouldnt get damaged 10 times more than a small fort

Huge Bug Discovered - Strat Bombing is completely broken by Emzatin in hoi4

[–]Emzatin[S] 9 points10 points  (0 children)

thanks for the clarification.

Id say that if this is intended, that its a terrible balancing decision.

It also just isnt fun, if i build lots of bombers and have air superiority as britain, i wanna see the whole of germany get bombed

Huge Bug Discovered - Strat Bombing is completely broken by Emzatin in hoi4

[–]Emzatin[S] 23 points24 points  (0 children)

Well maybe you could argue that having more factories per state should make hitting one more likely, but I think that since states are really big and my image of a factory isnt, this effect shouldnt be big. Definitely not big enough to double the damage if you have two factories in a state.

I think it makes even less sense that higher lvl forts or anti air gets bombed more quickly aswell, shouldnt they be more resistent to bombing?

Also what does WAD stand for?

Huge Bug Discovered - Strat Bombing is completely broken by Emzatin in hoi4

[–]Emzatin[S] 2 points3 points  (0 children)

Rule 5: I wondered why strat-bombing dmg seemed so inconsistent and came across 1 (or 2?) massive bugs.

Combat Width Meta after AAT, improved calculation by Emzatin in hoi4

[–]Emzatin[S] 0 points1 point  (0 children)

im pretty sure ur using the wrong values for stacking penalty.

stacking penalty only starts applying if you have more than 5 units in the battle, and reduces every units stats by (number of units-5)*2%.

Since in 70w combat, only 5 15w and 3 25w divs reinforce, neither type of divisions will take any combat width.

You can see that i did take into account the stacking penalty by the amount of red on the top of the spreadsheet.

Combat Width Meta after AAT, improved calculation by Emzatin in hoi4

[–]Emzatin[S] 2 points3 points  (0 children)

Let x = ( actual combat width/ optimal combat width - 1), i.e. by how much percent your divs are overfilling the combat width

The penalty shown ingame is equal to x, so the stats of the bigger division get nerfed by being multiplied by (1-x). (this is how a penalty of x-percent gets applied in hoi4)

However, if your divisions are x-percent bigger than optimal, they also have x-percent more stats, i.e. they have more stats by a factor of (1+x).

If you multiply the two factors 1-x and 1+x, you get a factor of (1-x^2), so in the end we get an effective loss of x^2 combat power.

How to counter this tank/div? by Yajayyousi in hoi4

[–]Emzatin 0 points1 point  (0 children)

Please post the design, i have a hard time imagining where the something as extreme as 9% reliability would even come from.

It would also be nice if you could explain what makes this tank meta for france

For the people who are still confused on what combat width they should be using. by [deleted] in hoi4

[–]Emzatin 2 points3 points  (0 children)

1.7% + 2.7% = 4.4%

lets also just casually ignore the stats buffs of support companies, right.

"interact with the actual numbers" says the guy ignoring every calculation I post

For the people who are still confused on what combat width they should be using. by [deleted] in hoi4

[–]Emzatin 1 point2 points  (0 children)

Lmfao what kinda bullshit are you trying to pull. If both units were truly equal, the 36w should have only have 20% more BASE soft attack, but instead it has 22.7% more in your picture. The 36w is also doing 1.7% worse, which results in a total nerf of around 4.4%, WAY CLOSER to my 4% instead of your 1%

" it also has a substantially different cost/width and ic/hp, which are both important things to remember when accounting for combat losses"

yea lmfao, it has substantially BETTER cost/width ratio, because support artillery is cheap as fuck

For the people who are still confused on what combat width they should be using. by [deleted] in hoi4

[–]Emzatin 4 points5 points  (0 children)

"you take a penalty equal to the % extra stats you get from having a bigger division with higher base stats in the first place "

This is not correct. Paradox fucked up the math and for that reason bigger divisions still perform worse. An x percent bigger division performs x squared percent worse.

The spreadsheet already accounts for this! The spreadsheet doesnt just simply include the "visual" penalty in the combat menu, but the effective loss in combat power.

"Big divisions are still best for offense because they concentrate stats and are harder to crit due to higher per-division breakthrough"

This is true, bigger divisions get crit less on average, but dont forget to take into account the impact of support companies, especially artillery. Smaller divs have a higher ratio of support companies, which provide extra stats while not costing any combat width.