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TechnoSarge

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About TechnoSarge

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  1. TechnoSarge

    Hidden mechanics and weapon damage degradation

    Errata: I just found Maynard's reload rate was copied wrong; it should be 67. That elevates its Relative Effectiveness to 1.22
  2. TechnoSarge

    Hidden mechanics and weapon damage degradation

    When I went back into the numbers, I saw I picked off rifle degradation at 100 yds. I think that is an adequate stand-in for close-range fire and don't feel that working the profiles upward by over-emphasizing the better lethality as the lines close further would give a better sense of their performance overall. I have in the new spreadsheets, kept 100, 240, and 300 yards for infantry rifles. Cavalry pistols have had their degradation at 10 yds averaged in, to include their behavior of firing on breaking contact. The BIG change is fixing the issue with factoring in accuracy twice, which Pandakraut pointed out. This does change the rankings! Suddenly the Sharps Model 1855 carbine becomes a Big Man on Campus! If you could arrange all the fire-fights by your infantry brigades to fall in 230 yards or less - that would be the weapon to give 'em! (... This explains to me why I often get Sharps 1855's after a win when the enemy had no cavalry - the AI knows which weapons give good dps!) I've edited my previous post to remove the links to the old spreadsheets. I'm adding the new ones here. Again, the study summary is the tab that opens in "WeaponStats analyzed." That page prints on one sheet, in landscape format. PS: It's curious that the game gives the 10pdr Parrott and the 12pdr Whitworth degradations that rise at the longer ranges. I don't think anything else does. That means the Parrott actually gets more accurate beyond 1195 yards and the Whitworth beyond 1640 yds. That's weird and unsupported by any physics I know of. SkirmisherWeaponCurves analyzed.xlsx WeaponStats analyzed.xlsx ArtilleryWeaponCurves analyzed.xlsx CavalryWeaponCurves analyzed.xlsx InfantryWeaponCurves analyzed.xlsx
  3. TechnoSarge

    Hidden mechanics and weapon damage degradation

    Thanks! I wasn't aware of those distinctions. I think I'm OK about the reload... weapon.BaseReload as a divisor gives a larger number for "Fire Rate" if it is smaller, so if it were entered as a time measurement, a shorter time gives a higher Fire Rate, ie, faster reload, and this makes sense. The value is only adjusted by constants, so in comparing them between weapons, the unique actual time of reload is preserved in proper proportion. I'll add a shorter pistol range in the profile, as I have not yet had enough experience to see when they fire. The advice in a post above finally got me seeing cavalry use their pistols at all! Regarding point-blank fire -sure, there are times it is delivered, but I can't say how often, as there are no range markers. As I mentioned, I based profiles on the way I use troops. I will pluck a closer range and add it to rifle/carbine calculation though. (I COULD integrate the whole area under each curve, but that is a stupidly pedantic exercise!) I agree accuracy is entering my computation twice because I missed how DamLow and DamHigh came about. I'll redo the numbers. So, folks, ignore the little man behind the curtain; the Great And Powerful OZ will be with you shortly. Lol!
  4. TechnoSarge

    Hidden mechanics and weapon damage degradation

    I wanted to rank all the weapons by relative performance; this has perhaps been done before, but I haven't seen it. The spreadsheets Pandakraut already gave computed average accuracy and average damage. These are affected by the Degradation of performance by increasing range, which is what many of the charts show. Then I needed to factor in the Fire Rate (reload rate) which I assume is that listed in the Armory tool tips. The final calculations are: AverageAccuracy x AverageDamage x AverageDegradation x FireRate. These are calculated in the new tabs for the WeaponStats spreadsheet. These are then normalized by dividing by the result for a reference weapon I chose in each category. The reference weapons are early and commonly available. A word here about range degradation... The word implies the drop-off in performance with range. That does not suggest what is true - that a high number is better than a low number. It may help to think of this number as the amount of lethality retained at the given range, not the amount lost. Where you may wish to quibble with my analysis is judging an average Degradation. I chose a profile for each segment that has to do with how I use the troops in battle. For instance, my long-range skirmishers I always try to shoot from out of sight of their enemies, to avoid return fire (sniper rifles are expensive!). So, for long-range skirmish weapons, I chose 300 yds (in range of return fire from most infantry), 450 yds (generally out of sight), 500 yds ('cause the Whitworth reaches that far) and 600 yds (where the sniper rifles can reach). I did not use closer ranges than 300 because I am getting too many shot down except in pursuit or my target is facing another of my units. These profiles I chose are in the Infantry, Skirmisher, Cavalry, and Artillery spreadsheets under the "Analysis" tabs. But the ranking outcome is under the "Summary" tab of the WeaponStats sheet. Each weapons segment is sorted by Relative Effectiveness. For myself, I've printed the Summary to keep by me as I play. These all pertain to vanilla stats, not modded ones. (For instance, the Whitworth artillery looks underwhelming, but it only delivers 5K kills in the mods! ... Artillery in general should be acquired by the role you will give it, not its effectiveness across the entire artillery line.) Price Efficiency is about how much it costs to improve the effectiveness of troops by replacing their weapons with later, better ones that are purchased. The numbers are usually <1.00, indicating there is a cost penalty for the higher performance. The calculation is WeaponCost x ReferenceCost / WeaponRelativeEffectiveness. (Well, actually, you divide that by ReferenceRelativeEffectiveness, but since that is always 1.00, calculationally it makes no difference!) By this standard, the Spencer Carbine is a bargain for cavalry, buying extra capability vs Sharps 1855 for less-than-proportional extra cost! And by all means, replacing with captured weapons is optimal! BEFORE YOU OBJECT that the Spencer Carbine, for instance, has different values for cavalry than for skirmishers, let me hasten to remind you that the AverageDegradation depends on the range profile for the use. I expect cavalry to often deliver close-range fire, since it is often used to break up unwary artillery. Skirmishers with the same weapon, I want to use at longer range.
  5. TechnoSarge

    Hidden mechanics and weapon damage degradation

    That's listed as Colt Model 1855, which is a rifle of range 280 yards. I kept getting the similarly-named carbine mixed up too. The carbine degradation is missing.
  6. TechnoSarge

    Hidden mechanics and weapon damage degradation

    Thanks for the info on getting melee cav to fire their pistols; I've used it now! It certainly does require micro-management to get use of those guns. BTW - I'm not seeing a degradation listing for Colt M1855 carbine, available only to Skirmishers.
  7. TechnoSarge

    Hidden mechanics and weapon damage degradation

    Personally, I almost never see melee cavalry deliver fire. My thought is that their effectiveness is nearly limited to the saber, which has similar melee value. What are other people's perspective? Is there any good reason to up-arm melee cavalry past the 1842?
  8. TechnoSarge

    Interpreting Unit Cards in Camp

    Thank you for your replies. New question: After a unit is 3-star, what happens to the XP bar that keeps building? Is that just wasted capability? Or does it lead to some hitherto unmentioned perk?
  9. TechnoSarge

    Interpreting Unit Cards in Camp

    I follow you... but a consequence of winning all the battles is that I'm sitting on something like 100,000 recruits! And arty isn't so much a problem as my veteran brigades. Here's an example.
  10. TechnoSarge

    Interpreting Unit Cards in Camp

    OK - new issue. As a new player, I'm doing a Union campaign at Colonel difficulty. I don't spare the half-speed button or the pause one while I'm acclimating to the simulation, so - easy easy. I'm past Chancellorsville; I've won every fight by the maximum conditions (and with no do-overs!). At this point, my most veteran Corps is loaded with Generals, Brigadier and Major. I haven't any infantry brigades entrusted to less than a Brigadier... and I have 3-star artillery commanded by Generals too. Here's the thing: If the golden standard is to keep your Command bar as high or higher than the Efficiency bar - good luck! I have units with Efficiency a few ticks under 100%, but with a Major General leading the Corps, a MG leading the Division, and a MG at the head of the brigade, I can't amass but a Command of 80-ish. What's a prudent feller to do? My only Lt. Gens are running Corps.
  11. TechnoSarge

    Unit Naming

    For infantry, I am using Corps-Division-Brigade-extension. An example is II-3-2-LR, meaning II Corps, 3rd Div., 2nd Bde, long range. I use LR for weapons shooting > 300 yds and ELR (extreme long range) for 400+ yds. Cavalry: Corps-Division-type, as in II-3-Melee. I do not have more than 1 cav brigade in a division (sorry, no cav corps!), thus the shortened numbers. Aside from Melee I use "Carb" as the other type, signifying carbine-armed. Artillery: Corps-Division-piece. As long as I can get and afford 12 guns, all artillery units have 12 guns. The piece is an abbreviation, like "10pdr" or "20Parr" or "Napol". I may have more than one arty unit in a Division, but they will be different pieces (usually 1 smoothbore and 1 rifled). Skirmishers: Corps-Division-Skir-extension. I only use the extension for ELR (extreme long range) when I have it as I would not arm skirmisher brigades with short-range weapons; LR is assumed. If I kept commander names or "elite tags", I would have to memorize my army organization in order to keep sorted on the battlefield. Well... I'm not often sorted on the battlefield anyway!
  12. TechnoSarge

    Infantry Guide to UG:CW

    I'm reading multiple allusions to "damage" in the firearms stats as if everyone understands its effect. I don't! I'm sure that if I were hit by anything from a musket ball to the hugest Miniè, I would be hors de combat. I have not seen anything from the devs about this damage stat. What does it really mean in battle effect? And where did you get your information? To me - it's shoot often and hit what you're aiming at.
  13. TechnoSarge

    Interpreting Unit Cards in Camp

    Actually, that is part of my question! At the end, I asked about Command skill holding the unit back. In the case shown, there was no problem... but I didn't know that before choosing that unit to illustrate. Your previous answer cleared up the issue about the two-color bars. A mighty "thank-you"! It's good to know how perks directly influence the unit.
  14. TechnoSarge

    Interpreting Unit Cards in Camp

    I've read the entire in-game guide; it does not answer this... In camp, your brigades are characterized by bar graphs showing Command and so on. What I don't understand is why the tips of the bars are a different color. Is it to show unachieved ability because something else isn't high enough? If so, what do I need to maximize the bar? In the example shown, the commander is a Brigadier General. Surely that's adequate rank to keep from holding back these troops? (And yes, I did equip this brigade with captured weapons!)
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