Perk rebalancing

Oh, come to think of it, I calculated it wrong.
The fastest moving speed on TT is +104%(x2.04), not +54%.
Wrong calculation of the effectiveness of the long sword.
The faster a soldier with a long sword moves, the more overpower the effect of the long sword becomes.
So that’s one of the reasons why Japan, which has this as TT, is so strong.
Going back to the most serious days back in the day, They was running x2.1195 speed All Soldiers…

yes

Rifleman II has unique perk of extra +5.3% sprint speed, rendering rifleman III essentially obsolete unless you’re running the max revive speed meme build

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Did some testing, the aim stability upon taking damage perk is not that great

Lowering the HP of Vitality from 35% to 20% would be pretty detrimental, the 35% is already the ideal cutoff point
I don’t know if vitality is actually good for the game though, it should either be removed and then soldier HP set to 10 or 13.5, it majorly affects the balance of a ton of weapons and is basically the best / most mandatory perk in the entire game

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I disagree, sprint is not worth paying 16 points for, and the meta is to take the 6 points for 10% run speed

You’re wrong about horizontal recoil, its a very powerful effect but is incredibly limited by its 16 point requirement

Yeah goes to show the inherent flaw of the system that you need to specifically try it since everyone just rushes vitality instead.

Still, vitality as it is, combined with stamina bonus plus sprint speed is a broken combo.

I was thinking of lowering it a bit to benefit it more vs SMG calibre weapons instead of SF rifles, since ngl, SF rifles are just game breaking atm so trying to balance around them seems like a losing battle.

It only benefits vs SMGs at 13.5 hp
The perk doesnt do much against SF rifles

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Even considering that, Rifleman 3 is more faster. (+29.3% vs +29.5%)
Of course, it’s a 0.2% difference, but I’m sure 3 is better than Rifleman 2 because there’s still a 1 difference advantage for the rest of the stats.

2 free Mobility Stat
VS
0.2% speed, more 1 Vitality Stat, more 1 Weapon Stat, +15% Medpack usage speed

No.
It’s definitely worth it because of its duplicate.
To achieve the highest efficiency, need to use the sprint and run perks at the same time.
It was definitely ambiguous in the past when redundancy was not possible (it required 22 points purely), but it is one of the cases that benefited.

It’s definitely the case at a close distance, but it’s effective if it’s a little far away.
In the case of BR5, the share of the mid- to long-range combat (min 75m~) is higher than I thought, so it definitely works to be able to hold out one shot with a Vitality perk advantage (in my case, about 40%).

Horizontal recoil is definitely a good perk.
However, having to invest 16 points in a 1 stack itself made it very unmerited.
Reload is the top priority for Perk, which is the most important in Weapon stat.
Because recoil can be control by the player’s skill, but time is not possible.

image
Ignore the old FG42 damage, its 15.3 now

Right, so maybe something like my suggestion (cheaper + able to commit to varying levels) is an improvement?

I think you are heavily over-valuing the reload speed perk, its 6% and 12%
For the average weapon you are saving like 0.15 seconds, its fine, but very expensive for a kinda small effect in reality

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As I said, I don’t run sprint speed on my soldiers anymore as the extra 1s shaved off every 22s of sprinting isn’t worth 10 points. Losing out on all the other mobility tree perks is not worth the 5% speed improvement and I’m sure as hell isn’t worth the 5.2% speed improvement

Just the fact that you can put few points into jump height and vault speed will probably save you more than 1 second when moving on uneven terrain. It’s just not really worth it

Of course, it’s based on 15.3.
I do all the Factions, so even the standards are based on the strongest AVS. (15.8)
It’s pretty powerful enough to kill in one shot at close range, but as we’ve talked about before, if it’s far away (75m~ 150m), it doesn’t kill in one shot (unless it’s head)
I’m active on the frontline enough to offense by run&gun the best speed of movement, but surprisingly, the proportion of mid-long range skirmishes is quite high. (40%)
Vitality Perk in this case cannot be ignored.
This is because it works better than think.

That’s right.
Sprint and Vitacity are considered top priority Perk despite being 1 Stack, but in the case of Weapon, Reload is the top priority, so horizontal recoil is a little less valuable.
Reload is the top priority because, as I said before, Recoil can be controlled by the player’s skills, but time is not possible.
The most important thing in the game is time, because if the snowballs roll for even a little bit of time, it eventually makes a consequential difference.
That’s why Reload is bound to be the top priority.
As mentioned above, I’m a player who likes Run & Gun on the frontline.
Faster speeds allow for a wider range of actionable tactics, and faster reloads allow more enemies to be killed in less time.
The view on this never changes.

Well, consequently, Reload cannot be replaced, so the counterpart of the horizontal recoil has no choice but to be vertical recoil.
We can’t hire horizontal recoil now, so we only use vertical recoil.
If I divide it into 4 stacks, I think weapons that need horizontal to match the weapon will change from vertical to horizontal. (Reload is absolutely irreplaceable.)

The higher the moving speed, the better the efficiency of the stamina.
Even with the same stamina, if the movement speed is high, the more one can travel further if the same stamina is consumed.
And what U overlooked is the time that resulted from this.
Never overlook it just because it’s a short time.
It can roll snowballs and eventually produce results.
Jumping is not 100% uptime (maybe 5~10%?) at any time if necessary in certain situations. (Move speed is 95 ~ 100%)
U also need to think about the up time.

They definitely need to be included as well.

The reason is quite simple, old premium squads (doesn’t matter if infantry or vehicle) have often terrible perk point distribution that doesn’t allow to use any of these very important perks.

I have no clue why, for example, my Pz IV J armored should never be able take good perks just because some devs can’t design premium squads correctly.

Btw. Pz IV J armored is definitely not more armored than Pz IV H.

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It’s a different matter, but…
Honestly, some Stat of Premium & Event soldiers has to be reworked.
Some soldiers are so bad… (It’s a squad made so long ago that it’s designed so badly.)

I also think that maybe it was done on purpose to prevent P2W.

I did my testing with run speed by running extra stamina in perks to adjust for the better stamina usage

I didn’t overlook anything. I did the math, I did the tests and the extra 1s costs you 10 perk points. The 10 perk points can be used to get jump height to get over the obstacles that would require you to vault otherwise, which is a surprising amount of obstacles in this game. The rest can be put into vault speed that it you really need to vault you actually save more time. You even have spare to invest in crouch speed that makes you harder to hit when shooting - and still have a point spare. So as I said, a single vault per 150m sprint that can be jumped over with jump height perk equalizes the times

All those benefits, time saved and gunfight advantage in exchange for 1 second off a full stamina bar run. And that’s not even taking into account that run speed is up for more time than sprint speed is, making the actual extra speed gains from the sprint speed perk closer to ~3%

But please continue to tell me how I overlooked things that I KNOW I’ve taken into account. For rifleman II, sprint speed perk is only 4.47% better, but I give it 5% because of the fact that I could overlook something when doing FRAME BY FRAME ANALYSIS

You have to consider everything in the best choice.
In this game, it is most important to occupy the base within a short period of time.
You have to think about the uptime in those situations (jump is definitely low in terms of efficiency because sitting and continuing to sit are inefficient in the end.) Moving should be thinking about moving to the base at all times and roaming on the front lines.
Also, as I mentioned above, I’ve already mentioned that 3 is 0.2% faster than 2. (It’s not a big difference, but in the end, 3 is better than 2 because of other side effects.)
That’s why using 2 itself is wrong.
It is most important to only consider the best efficiency.
Also, I think U making the wrong calculation regarding the speed of movement.
In most cases, the moving speed is a sum operation, and the moving speed of the weapon itself is a Multiplication.
For example, if Radioman 2 invests all 22 Stat in move speed
You’ll have 1+0.15+0.1+0.11=1.36, and if you apply x1.5 the speed of the weapon, you’ll be able to move x2.04.
This means that when others move at least 4.35 m/s, they can move at 8.874 m/s.
What’s more surprising is that it could be faster than this.
In the case of Rifleman3, it is x1.9425, and it is 8.449875 m/s.
If you don’t use both sprinting and running, but only running, it’s x1.7925, and it’s 7.797375 m/s.
The difference of 0.6525m/s is by no means light.
Honestly, the advantage of the long sword is the greatest, but for players who have been consistently old for years, they have quite a few of those weapons (or there are faction that basically in TT like Japan)

FYI, if you don’t have a weapon to increase move speed… it’s very slow at 5.19825m/s.

Oh, for your information, the consumption efficiency of the stamina depends solely on its weight.
Only weight controls the rate of consumption per sec.
That’s why the faster the speed of movement, the more efficient it becomes.

To show you one interesting thing,
This was possible in the past.


I was able to clear the base by myself before other team members came.
It was fun, of course, but… it was fixed well.
At that time, it was a disaster for the victim.

I’m interested in your ideas, but where are you getting to 29.5% sprint speed for Rifle 3?

All I can see is 15% (perk) + 9.5% (passive from having 19 mobility points) should be 24.5%?