Perk rebalancing

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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%?

Include Run speed 1 stack. (+5%)
It’s 16+3 cost, which is exactly 19.
I only use max stats super soldiers of max tier for all soldiers. (The only exception is the tank.)

Run speed does not stack directly with sprint speed like that

Its something like 24.5% Sprint speed + 5% run speed, not 29.5% sprint speed total
I dont know the exact formula or calculations but its multiplicative instead of additive

I made a little comparsion here

Margin of error, I’m satisfied saying these are both basically the same, not a big enough difference to care about

I think trading off a little bit of speed to increase your mobility elsewhere is the best play
Either Rifle2 or Rifle 3 with 10% run speed perk, and then something like this

As far as I know, it’s overlapping.
Otherwise, the speed of a medic with 26 stats and Radioman2 doesn’t make sense.
They are definitely fast.

If it’s multiplication, it’s even more of a problem.
This is because multiplication has a higher result than sum.

rifleman 2 (Run 2) = (1+0.1+0.09)x(1+0.053)=1.25307
rifleman 2 (Sprint) = (1+0.09)x(1+0.15+0.053)=1.31127
rifleman 3 (Sprint + Run 1) = (1+0.05+0.095)x(1+0.15)=1.31675

It’s interesting, anyway.
I think we’ll have to look at the actual calculation formula to see if the two are actually sum or mul.
Maybe it’s somewhere… I’ve actually seen the recoil calculation formula, but I think I’ll have to look up the speed calculation formula.
Anyway, if it’s really multiplication, it’s even more problematic.
Because it’s more faster than I thought.

Yes, you were right.
The two were multiplication operations.
In other words, it’s faster than we thought.
In other words, what’s calculated as a mul operation on top is an accurate calculation. not the sum
Holy crap

It made sense that this would have had to be the 16 Cost.

Rifleman 2 (Run 2) = (1+0.1+0.09) x (1+0.053) = 1.25307 x 1.5 = 1.879605 x 4.35 = 8.17628175m/s
Rifleman 2 (Sprint) = (1+0.09) x (1+0.15+0.053) = 1.31127 x 1.5 = 1.966905 x 4.35 = 8.55603675m/s
Rifleman 3 (Sprint + Run 1) = (1+0.05+0.095) x (1+0.15) = 1.31675 x 1.5 = 1.975125 x 4.35 = 8.59179375m/s
Assaulter 4 (Sprint + Run 1) = (1+0.05+0.105) x (1+0.15) = 1.32825 x 1.5 = 1.992375 x 4.35 = 8.66683125m/s
Guerrilla 2 (Sprint + Run 1) = (1+0.05+0.105) x (1+0.15+0.053) = 1.389465 x 1.5 = 2.0841975 x 4.35 = 9.066259125m/s
Radio operator 2 (Sprint + Run 2) = (1+0.1+0.11) x (1+0.15) = 1.3915 x 1.5 = 2.08725 x 4.35 = 9.0795375m/s
Crazy Woman with Adrenaline (Sprint + Run 2) = (1+0.1+0.13) x (1+0.15) = 1.4145 x 1.5 = 2.12175 x 4.35 = 9.2296125m/s

DAMN

Would be fun to have Even more cracked soldiers