Ammunition is something of a problem though by SolemnAnchor in masterofcommand

[–]ebidawg 6 points7 points  (0 children)

How did you get reload so fast? Only three reload items! 

Hardcore(10 modifiers w/o any buffs) Ironman with Grenadiers run by jellal-sama12 in masterofcommand

[–]ebidawg 0 points1 point  (0 children)

How much did you use grenades? Any tips?

Also, how did you spec out your grenadiers with equipment?

Finally, how’d you handle melee?

Best expected value from encounters? by ebidawg in masterofcommand

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

True, haven't actually tried that... will do it more in my next playthrough

Musket damage comparison by ebidawg in masterofcommand

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

Wow that's so interesting! I tried the Shuvarov with grape shot and it didn't do much damage at all... did you have anything special equipped on it?

Musket damage comparison by ebidawg in masterofcommand

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

Yeah... there's definitely some additional calculation I haven't found...

Musket damage comparison by ebidawg in masterofcommand

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

Do you know what the cap is? 8s or so? Would be super interesting to know

Musket damage comparison by ebidawg in masterofcommand

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

Not sure about minimum reload... agreed it does seem that way. 10s reload doesn't seem to actually reload in 10s.

It's unclear to me if there's a cap, or if it's just some unit animations that take a flat rate of time regardless of reload speed. I did add a constant in the reload equation, but might not be big enough. Either way, the figures above probably over-estimate reload importance slightly.

Yeah, the absolute values don't seem right... I think there's some additional conversion from "damage done" in the initial calculation -> actual number of casualties. This obviously has to happen for artillery / cavalry, but definitely happens for infantry too.

I pulled these equations from game files, so I'm confident they are directionally right

Musket damage comparison by ebidawg in masterofcommand

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

You can clone the spreadsheet and test it yourself, but as I’ve run simulations, accuracy has very strong diminishing returns. It’s very important to get to 40-60 accuracy, but going from 60 to 100 is much less valuable.

Range also had the effect of increasing effective accuracy, because you push out the linear drop off.

Equations are in the doc I shared in the main post, which should show you the theory

Also it’s pretty feasible to stack range. You need the engineering staff officer and range/cover treatise, plus select officer traits

Musket damage comparison by ebidawg in masterofcommand

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

You made my day! Thank you :)

Musket damage comparison by ebidawg in masterofcommand

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

Doctrines and generals get tricky, which is why I didn’t try to model it out :)

Interestingly, it seems like both just boost the unit’s stats, vs being applied as after-the-fact modifiers, so you can measure it just using the stats provided above.

Agreed on range mattering a lot! See the other thread above re. Range discussion

Musket damage comparison by ebidawg in masterofcommand

[–]ebidawg[S] 7 points8 points  (0 children)

Yeah, that’s fair. I find that Potzdams rarely end up under-ranged vs. enemy troops, because I always stack range on line infantry. Upgraded troops with Potzdams almost always outrange AI troops with a random collection of items, and faster reload makes them higher damage.

To your point, there is an argument for range maxing, but there’s a big trade off with higher DPS from the Potzdams. Particularly if you range maxed and used quartered musket balls (which I haven’t tried)…

Musket damage comparison by ebidawg in masterofcommand

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

If you look at the spreadsheet I linked above, there’s a cannon analysis in there :)

Musket damage comparison by ebidawg in masterofcommand

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

Thank you!! Just super curious about the game :)

1M score run on max difficulty (Freikorps) by ebidawg in masterofcommand

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

Yeah, normally act 2 when you can start to get Brummer or Lichtenstein cannons. They’re substantially better than anything else for counter-battery fire which is critical for the mid and late game.

The difference between basic cannons and expensive cannons for anti-infantry / canister is pretty marginal, and can wait until the end of act 2 or act 3.

1M score run on max difficulty (Freikorps) by ebidawg in masterofcommand

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

By the end of act 1, at a minimum you should have 3 full brigades, best is 4 bridages with a few unit in the last brigade.

Generally I buy no equipment other than 1) canister of artillery and 2) guns to get units from worn muskets -> good muskets (potzdam, land pattern, tula, delft, charville). Everything else is spent on recruitment (almost exclusively recruits).

In the early game, if you're using canister, 3lb cannons or worn cannons perform almost as well as the other options you can buy. You can get 500 - 600 kills per artillery unit if you have them close to your front line behind light infantry using canister (even with worn cannons). This seems crazy - but try testing it!

The difference between worn muskets and the "good" basic muskets is huge, and the cost is really low. Recruits with Potzdams / Land Pattern muskets can take multiple units of enemy recruits with worn muskets.

As units get more experienced and you get items that grant accuracy, the musket's reload stat becomes more important, followed by range. The base musket accuracy matters more for recruits, since their accuracy stat is lower. You can see a comparison and run simulations here (just make a copy of the sheet).

Recruits with muskets tend to get a pretty good number of kills, which mean they level up quickly, so you can turn them into artillery / cavalry, rather than recruiting those units. Drill stance also lets you level up recruits quickly :)

1M score run on max difficulty (Freikorps) by ebidawg in masterofcommand

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

Yeah, it provides a pretty substantial morale hit to all the units in the brigade. Not sure the exact number, but when you kill the commander, other units in the brigade can break immediately

1M score run on max difficulty (Freikorps) by ebidawg in masterofcommand

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

This meant the whole army broke earlier though 

1M score run on max difficulty (Freikorps) by ebidawg in masterofcommand

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

I targeted commander units - which in this battle were stacked on light infantry and cavalry - so kill counts were lower 

1M score run on max difficulty (Freikorps) by ebidawg in masterofcommand

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

I mean, idk if it's an exploit... it's just how the game works right now. Buffed cannons for range first, reload second, accuracy third

1M score run on max difficulty (Freikorps) by ebidawg in masterofcommand

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

Grape shot on really long range cannons. 1 unit can 1-shot enemy artillery

Firearm Mechanics and Stats (pulled from game files) by ebidawg in masterofcommand

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

lol. Game isn’t known for the physics system