watching this made me wish for APCR that they'd have an option like efficient shot. Essentially it disables APCR unless normal AP shells have less than (0/20/40/60/80/100)% chance of pen depending on what you set it to. So you don't have to micro the ever living hell out of so many guns and vehicles and you can just keep it enabled and it will ONLY use it when it needs to. Not instead of. Probably do the same for heat/ap for certain guns if that applies too idk Just duplicate the settings for efficient shot at set it for AP/APCR essentially
Yeah I'd love the automatic choosing of ammo to be more effective Like if regular AP has at least 90% penetration, it'll use that, and only use APCR if penetration of the basic round is not sufficient. Maybe even have that minimum penetration % configurable in settings or something too. And the same kinda deal for HEAT as well
@@kirotheavenger60 that's what I mean. We have the thing in game already it's called "efficient shot". Where basically it decides whether or not the AT gun will even fire if it thinks it can't hit or can't pen. With this all I am saying is split it between sharing the values for AP and APCR/Heat, it does it so it has two separate calculations with different priorities. Aka Check if AP can pen, if no *then* check if APCR can pen. If APCR can pen but AP cannot, then shoot apcr. And if AP can pen, you don't even do the check for APCR, saving the shells. It's very fucking easy to implement but they just haven't for some reason.
@lonurad1259 personally I don't think it should be tied to efficient shot - a real crew would know not to use APCR against light vehicles. So I think more intelligent ammunition usage woukd be better in general. But I see what you mean about how efficient shot may present an easier way of implementing it
You bring ammo with your arty which means that he can bring much more arty than you for the same amount of points. 25th Pgren has a very long artytab with lots of choices so he can bring a huge amount of arty of every caliber. Ontop of this 25th pgren has access to k35t arty. One of if not the most cost effective howitzer in the game. You have good arty but the k35T is better than yours. So these 3 factors plus you just counterbatting and not moving your arty that much made it a pretty decided conclusion that you would be rekt on the arty front. So its suprising how well the artyfight actually went. in part because your divs arty is also very strong and he likely didnt move his arty either at all. He did outtrade you the 5-10ish mins before he did his big center push. A lot due to force concentration. But then he did the big centerpush which gained him some more KD but then he pushed further than he could support and started trading very poorly inside your town. And with this you regained a lot of KD as the game was about to finish.
@@dominuslogik484 High rate of fire + really good accuracy (the spread is what sets different artillery pieces apart) And these have really low spread meaning they will be hitting a lot more often.
@@dominuslogik484 Much better fire rate (8 r/m vs 4 r/m) and dispersion (not portrayed in stats) than the leFH 18 (standard German 105). For a slight cost increase over the leFH 18, it gives you double the rate of fire and a higher chance of actually hitting the target. Rate of fire is particularly nice because it gives less time for whatever's being shot at to move out of the way between shots and gives you more time to relocate after firing.
@@Shankinator-zx4tp ah, on the wiki the HE says that the rate of fire is 4 rounds per minute on the czech howitzer. the SK-18 has the rate of fire of 8 I think though.
very fun game to watch!
Thanks!
Really enjoy the commentary and gameplay
Thanks for watching!
It was clear that this is your playstyle. Laid back and grindy. Very entertaining to watch, too.
YEah I like this kind of game haha
watching this made me wish for APCR that they'd have an option like efficient shot.
Essentially it disables APCR unless normal AP shells have less than (0/20/40/60/80/100)% chance of pen depending on what you set it to. So you don't have to micro the ever living hell out of so many guns and vehicles and you can just keep it enabled and it will ONLY use it when it needs to. Not instead of. Probably do the same for heat/ap for certain guns if that applies too idk
Just duplicate the settings for efficient shot at set it for AP/APCR essentially
Oh yeah I have been asking for that forever haha
Yeah I'd love the automatic choosing of ammo to be more effective
Like if regular AP has at least 90% penetration, it'll use that, and only use APCR if penetration of the basic round is not sufficient. Maybe even have that minimum penetration % configurable in settings or something too.
And the same kinda deal for HEAT as well
@@kirotheavenger60 that's what I mean. We have the thing in game already it's called "efficient shot". Where basically it decides whether or not the AT gun will even fire if it thinks it can't hit or can't pen.
With this all I am saying is split it between sharing the values for AP and APCR/Heat, it does it so it has two separate calculations with different priorities. Aka Check if AP can pen, if no *then* check if APCR can pen. If APCR can pen but AP cannot, then shoot apcr. And if AP can pen, you don't even do the check for APCR, saving the shells. It's very fucking easy to implement but they just haven't for some reason.
@lonurad1259 personally I don't think it should be tied to efficient shot - a real crew would know not to use APCR against light vehicles. So I think more intelligent ammunition usage woukd be better in general.
But I see what you mean about how efficient shot may present an easier way of implementing it
You chose tough division to arty war against. 25th is arty powerhouse.
Yeah but it was a good time
god i love seeing avtos go to work!
Yeah they do some good work!
How much supply do you bring? 😂Ready for a 3h game
talking about how he packs every artillery piece with supply in his deck? lol
@@dominuslogik484 Yeah. I bring 4 supply trucks total normally and more if I have nebels. 12 is so much.
Thats what I really want haha
you probably should include a website link in the description lol
Thanks!
You bring ammo with your arty which means that he can bring much more arty than you for the same amount of points.
25th Pgren has a very long artytab with lots of choices so he can bring a huge amount of arty of every caliber.
Ontop of this 25th pgren has access to k35t arty. One of if not the most cost effective howitzer in the game. You have good arty but the k35T is better than yours.
So these 3 factors plus you just counterbatting and not moving your arty that much made it a pretty decided conclusion that you would be rekt on the arty front.
So its suprising how well the artyfight actually went. in part because your divs arty is also very strong and he likely didnt move his arty either at all.
He did outtrade you the 5-10ish mins before he did his big center push. A lot due to force concentration. But then he did the big centerpush which gained him some more KD but then he pushed further than he could support and started trading very poorly inside your town. And with this you regained a lot of KD as the game was about to finish.
what exactly makes the K35T so good? looks like its about on par with the german 105mm gun that everyone hates.
fun fact, I also forgot to remove the supplies from the arty when I changed the deck before the game
@@dominuslogik484 High rate of fire + really good accuracy (the spread is what sets different artillery pieces apart) And these have really low spread meaning they will be hitting a lot more often.
@@dominuslogik484 Much better fire rate (8 r/m vs 4 r/m) and dispersion (not portrayed in stats) than the leFH 18 (standard German 105). For a slight cost increase over the leFH 18, it gives you double the rate of fire and a higher chance of actually hitting the target. Rate of fire is particularly nice because it gives less time for whatever's being shot at to move out of the way between shots and gives you more time to relocate after firing.
@@Shankinator-zx4tp ah, on the wiki the HE says that the rate of fire is 4 rounds per minute on the czech howitzer. the SK-18 has the rate of fire of 8 I think though.
So, many, Ammo trucks.
This is too much.
Agreed it was overboard haha