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Author Topic: [Infantry] M1 Carbines  (Read 18033 times)
0 Members and 4 Guests are viewing this topic.
Groundfire Offline
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« on: June 19, 2009, 05:44:25 pm »

Since inf. co. just got this for a new T4, id like to ask a few questions.

50% reload speed for rifles is the new T4

Does this decrease the cooldown time between shots fired, or am i to understand that the rifleman loads his clip faster when his gun runs dry?

Does this give a 50% DPS buff for rifles?



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Scyn Offline
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« Reply #1 on: June 19, 2009, 05:48:30 pm »

As in.. the cooldown and reload times are reduced by 50% to give an overall increase.
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stumpster Offline
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« Reply #2 on: June 19, 2009, 07:31:33 pm »

As it is written in the launcher (Riflemen gain 50% better reload) the ability will hardly affect small arms like the M1 and BAR, but will cut the reload of Bazookas in half.
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Fr3ek Offline
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« Reply #3 on: June 19, 2009, 07:34:49 pm »

Then there really isn't any reason to get it... tank reapers is much better.
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CommanderHolt Offline
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« Reply #4 on: June 19, 2009, 08:28:39 pm »

Yeah, if you want a buff on your Bazookas, then you might as well get Tank Reapers.
« Last Edit: June 19, 2009, 08:31:41 pm by CommanderHolt » Logged
Tymathee Offline
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« Reply #5 on: June 19, 2009, 08:43:03 pm »

exactly, this doesn't sound so super.
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Sharpshooter824 Offline
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« Reply #6 on: June 19, 2009, 09:28:52 pm »

Wait, this buffs rangers reload time on zooks? or just rifles heavy weapons upgrade zook?
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stumpster Offline
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« Reply #7 on: June 19, 2009, 09:30:39 pm »

Was corrected, sounds like it will definitely affect small arms (which would be the cooldown, not the reload), not sure on whether or not it will affect reload as well.
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Scyn Offline
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« Reply #8 on: June 19, 2009, 09:33:53 pm »

Just heavy weapons on upgraded zook.  But this ability is quite nice to be honest. Cooldown is the time in between shots, and reload is the time it takes before the next clip is inserted. It is a 50% rate of fire increase overall. Or if you want to look at it as.. 50% DPS increase.
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panzerjager1943 Offline
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« Reply #9 on: June 19, 2009, 10:02:28 pm »

50% reload speed on single-shot weapons is a 200% DPS increase (or 100% more, whatever. Double the previous.)
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Scyn Offline
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« Reply #10 on: June 19, 2009, 10:05:31 pm »

right. I needz more maff classes
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Groundfire Offline
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« Reply #11 on: June 19, 2009, 10:30:25 pm »

so, i tried to time the cooldown and reload between shots and got about 4-5 seconds in a stand up, cover to cover fight. (because cohstats.com is just a bunch of jumbled numbers to me :/)

Would the buff put rifles at firing a round every 3 seconds or so then?

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panzerjager1943 Offline
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« Reply #12 on: June 19, 2009, 10:34:54 pm »

The cooldown buff would reduce their minimum cooldown to 1.875 seconds at long range, and their maximum cooldown to 2.25 seconds at long range.
At short range it'd be a formidable 1.125-1.35 seconds.
That's an incredible bonus, but it's a T4. It will also affect BARs, but as they fire in bursts it will not affect them as drastically.

I've done a DPS calculation with the appropriate cooldowns. For comparison:
(Squad name, long range dps, medium range dps, short range dps.)
Riflemen default = 4.37, 10.645, 24.1
Grenadiers = 8.73, 15.2, 24.1
Riflemen T4 = 7.23, 17.41, 38.33
« Last Edit: June 19, 2009, 10:44:21 pm by panzerjager1943 » Logged
Groundfire Offline
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« Reply #13 on: June 19, 2009, 10:41:55 pm »

ok that's pretty good... Rifles can pretty much curb stomp any vanilla axis squad that doesnt has it's name start with a K and end in a CH.

But i also, heard that Mobile cover was being moved down to T3 a few days ago to make room for Carbines.

Is this still the plan?
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Tymathee Offline
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« Reply #14 on: June 19, 2009, 10:47:58 pm »

so, if that doulbes the rate, that makes Carbine DPS

6.5 at short, 3.4 medium and 1.1 at long.

heh...k98's still will beat them at long range lol but yeah. This'll be nice. That's a total of 39 dps short, 20.4, 6.6 per rifle squad in terms of damage, very nice. So, that means a rifle squad can basically take down a full volks squad in under 5 seconds short range?

I'm still going tank reapers though.

heavy weapons + bi-pods, + tank reapers + allied grit = pwn rifles.
« Last Edit: June 19, 2009, 10:50:10 pm by Tymathee » Logged
panzerjager1943 Offline
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« Reply #15 on: June 19, 2009, 10:55:41 pm »

Tym I did a more accurate DPS calculation on the previous page, with the DPS calculator for the whole Squad (including 1 Carbine).
According to the calculator the Carbine itself has 0.83 long, 2.72 medium, 5.25 short.
« Last Edit: June 19, 2009, 10:57:15 pm by panzerjager1943 » Logged
brn4meplz Offline
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« Reply #16 on: June 19, 2009, 10:57:11 pm »

Everyone should keep in mind that no numbers are set in stone, things are always subject to change at a moments notice for balance reasons.
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gamesguy2 Offline
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« Reply #17 on: June 19, 2009, 11:10:19 pm »

so, i tried to time the cooldown and reload between shots and got about 4-5 seconds in a stand up, cover to cover fight. (because cohstats.com is just a bunch of jumbled numbers to me :/)

Would the buff put rifles at firing a round every 3 seconds or so then?



[(Reload Frequency + 1) * Accuracy * Damage] / [Ready Aim Time + (Fire Aim Time + Cooldown) * Reload Frquency + Reload]

The dps formula for rifles.  Assuming 50% decrease in reload and cooldown for the M1 garand, and at say medium range, thats:

[(8+1)*0.55*10]/[0.25+(0.3+1.325)*8+1.5]=3.355 dps.  The underlined numbers are the only numbers modified by the 50% decrease in cooldown/reload m1 carbine ability.   Plug in the numbers, stick it in a calculator(I used wolfram alpha), done.

By comparison, the garand without the ability does 1.79 dps at medium range.  So its roughly a 86% dps increase.

Some numbers.

[(8+ 1) *0.35*10] / [0.25+(0.6+ 2.06) *8 + 1.5]=1.367

[(8+ 1) *0.75*10] / [0.25+(0.075+ .756) *8 + 1.5]=8.03

Garand dps with the ability at long/medium/short range: 1.367/3.355/8.03, Garand dps without the ability: 0.7674/1.79/4.232.
So roughly a 85-90% dps increase in the garand.

MG dps formula:

[Rate of Fire * Burst Duration * (Reload Frequency + 1) * Accuracy * Damage] / [Ready Aim Time + (Fire Aim Time + Cooldown) * Reload Frquency + Reload + Burst Duration * (Reload Frquency +1)]

Bar dps:

[7*1*(7+1)*0.2*7]/[0.1+(0.25+1.75)*7+1.5+1*(7+1)]=3.32

[7*1*(7+1)*0.45*7]/[0.1+(0.25+0.875)*7+1.5+1*(7+1)]=10.09

[7*1*(7+1)*0.75*7]/[0.1+(0.25+0.393)*7+1.5+1*(7+1)]=20.849

Apply a .75 damage modifier vs infantry from the bar:

Bar dps with the t4 l/m/s: 2.49/7.56/15.636
Bar dps without the t4:    1.533/5.069/11.385
So only about a 50% dps increase with bars.


TLDR:  
DPS of Riflesquad(no bars) with the t4 vs infantry armor long/med/short:  8.202/20.13/48.19
DPS of rifles without the t4: 4.6/10.74/25.39

DPS of a BAR riflesquad with the t4: 10.448/28.54/63.292
DPS of a BAR riflesquad without t4:   6.136/17.29/39.67

For comparison, this is the dps of a four man mp44 squad: 4.1/15.664/77.76
Dps of a single LMG gren squad 8.25/16.3/33.09

This ability is extremely good with vanilla rifles, and still decently powerful with bars.  It does not improve rifle survivability any, so all the regular rifle counters still own them.   It takes good micro and flanking skills to utilize properly.
But with the current numbers(50% cooldown and 50% reload), it lets you have extremely powerful unupgraded rifles.  Though keep in mind something like a KCH squad will probably still facerape you with its heroic armor.
« Last Edit: June 19, 2009, 11:13:58 pm by gamesguy2 » Logged
jackmccrack Offline
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« Reply #18 on: June 19, 2009, 11:15:56 pm »

That's some sweet number crunching right there. It's too bad you can't get Cohesion along side of this.
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Jazlizard Offline
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« Reply #19 on: June 20, 2009, 12:38:45 am »

If this makes regular rifles even close to KCH then something is terribly wrong.
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