It's nice to see how many shots a unit can make per minute, but especially for atgm vehicles etc. it would be good to know how long they will have to aim before they can make their first shot since they have low armour.
Another useful addition would be the amount of supply that support units need when they are firing.
(Could be per minute or per shot for example)
Seeing how a higher rank affects a units stats would be nice too.
Additional Unit Stats (Aiming Time, Shots till Reload, etc.)
Additional Unit Stats (Aiming Time, Shots till Reload, etc.)
Last edited by ch3cooh on Mon 28 Jan 2013 18:13, edited 1 time in total.
Re: Additional Unit Stats (Aiming Time etc)
One of the most important not in armory stat is HP. I agree that they should but all information in the armory
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Re: Additional Unit Stats (Aiming Time etc)
from my observations it's kind of incorporated with ROF, not positive but it should definitely be separate stats.
On another note I'd like to see "Rounds shot before reloading". e.g. the Roland firing two missiles before reloading being a stat. not to interested with the auto cannons, as they probably have 300+ rounds fired before they need to reload. Following on with this, a "force reload" button would be nice on those type of vehicles
On another note I'd like to see "Rounds shot before reloading". e.g. the Roland firing two missiles before reloading being a stat. not to interested with the auto cannons, as they probably have 300+ rounds fired before they need to reload. Following on with this, a "force reload" button would be nice on those type of vehicles
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Re: Additional Unit Stats (Aiming Time etc)
Well aim time is really variable, it includes if a tank has to turn its turret around, turretless vehicle to turn and I think its affected by many other things. This I deduce from observation only.

Re: Additional Unit Stats (Aiming Time etc)
RoF is a bit tricky stat as there's several factors. Eg. there's some ATGM units that have a rack of missiles - there's just a short delay between shots for those until the rack is empty, and a longer reload time is needed.
I don't think we need many extra stats in the armory, as those would confuse the more casual players.
Instead Eugen needs to give us those stats modding tools finally
So all this info can be easily dug out and it'll appear in those FLX spreadsheets 
I don't think we need many extra stats in the armory, as those would confuse the more casual players.
Instead Eugen needs to give us those stats modding tools finally



Re: Additional Unit Stats (Aiming Time etc)
If you do not want to confuse the causal players, make a switch to show advanced stats. I for one want to see every *single* stat the unit has.
Also, arbiterary values like accuracy 10 should be exchanged with actual %-values
But thats just imho
Also, arbiterary values like accuracy 10 should be exchanged with actual %-values

But thats just imho

Re: Additional Unit Stats (Aiming Time etc)
Hit chance percentages change with range and the size of the target, though. I think it's good that it's abstracted into a generic number, it makes units easier to compare.
Re: Additional Unit Stats (Aiming Time etc)
So, what speaks against giving a list of hit chances per range?
The numbers are completely worthless as is as their relative value to each other does not reflect their actual performance. Right now using the Armory is pointless and I have to rely on a third party excel file.
And size of the target is not more than a fix percante reduction which *should also be mentioned atleast somewhere*!
The numbers are completely worthless as is as their relative value to each other does not reflect their actual performance. Right now using the Armory is pointless and I have to rely on a third party excel file.
And size of the target is not more than a fix percante reduction which *should also be mentioned atleast somewhere*!
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Re: Additional Unit Stats (Aiming Time etc)
Kel wrote:So, what speaks against giving a list of hit chances per range?
The numbers are completely worthless as is as their relative value to each other does not reflect their actual performance. Right now using the Armory is pointless and I have to rely on a third party excel file.
And size of the target is not more than a fix percante reduction which *should also be mentioned atleast somewhere*!
well to be honest I'd be fine if all the game mechanics were covered in detail in the manual
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Re: Additional Unit Stats (Aiming Time etc)
But there is no reason to aim for mediocre. Imho all information *about* the game has to be found *within* the game.
Examples:
-Right now I am having a hard time explaining newcomers that the Hellfire has a higher hit-chance than other accuracy 10 weapon system.
-Explain why the VAB Mephisto has a rate of fire of about 10/min, but ingame he features a magazine of 4 which allows him to fire faster than the comparable I-Tow jeep with a rate of fire of about 30/min.
-Actually see the movement speed of vehicles on streets in the stats menu.
-Please change operational range to a relatable stat, which actually shows how long the engine can keep running.
Examples:
-Right now I am having a hard time explaining newcomers that the Hellfire has a higher hit-chance than other accuracy 10 weapon system.
-Explain why the VAB Mephisto has a rate of fire of about 10/min, but ingame he features a magazine of 4 which allows him to fire faster than the comparable I-Tow jeep with a rate of fire of about 30/min.
-Actually see the movement speed of vehicles on streets in the stats menu.
-Please change operational range to a relatable stat, which actually shows how long the engine can keep running.
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