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Haswell

Infantry Stats

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Since the game is horrible and don't provide any numbers, I did some observations in the testing grounds. Note that the damage numbers are based on best guesses due to the ridiculous amount of RNG and damage bonus against "thin" armor (whatever that means).

All ranges listed are only view ranges.

*Tier*		Sniper		Mortar		AT
10		500m		225m		275m, 250dmg, +35% (HEAT-MP)
9		500m		225m		275m, 250dmg, +35% (HEAT-MP)
8		450m		200m		260m, 200dmg, +35%
7		450m		200m		260m, 230dmg, +25%
6		450m		200m		260m, 225dmg, +25%
5		400m		200m		260m, 200dmg, +25%
4		400m		200m		260m, 185dmg, +25%
3		400m		200m		250m, 180dmg, +25%

The reload times of AT infantry and mortar are 4s, this is consistent across all tiers.

AT infantry will only fire at targets within their view range. Mortars have ranges of approximately 250-300 350m, this might be influenced by tier but I haven't been able to reliably test it yet.

Edited by Haswell
Mortar range fixed to 350m (see edit history)
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Small update, I somehow thought tier 8 AT infantry uses HEAT-MP instead of normal HEAT. Fixed.

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On 3/17/2020 at 1:03 PM, Haswell said:

Small update, I somehow thought tier 8 AT infantry uses HEAT-MP instead of normal HEAT. Fixed.

So does tier 8 AT infantry have an average damage of 200 per hit as per your chart?  That doesn't jive with my experience using them.

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I think they deal 200 base damage with a +35% thin armor bonus, so they effectively dish out 200-270 average damage most of the time.

I can't tell for sure since the thin armor bonus is so finicky, I'd appreciate more data so the numbers can be made more accurate.


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Added tier 9 infantry stats, basically the same as tier 10 from what I can tell.

Again, please correct me if there are any further tests and data so the numbers can be a bit more accurate, thanks!


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0.32 reduced infantry view ranges across the board in PvE, but as far as I can tell their firing ranges remain unchanged. As in, they can now fire beyond their view range circles as indicated on the minimap.

This will definitely make observations harder.


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My problem with the mortars isn't the range, it's *hitting anything*.  With any luck, the infantry-command system will greatly help there and let you tell them to fire on a stationary target, instead of wasting all their shots firing at things still on the roll that they won't even come close to.

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The infantry-command system will also probably be very useful with AT Squad, as you can instruct it to destroy quickly tanks that are an easy target for them instead of firing on something that they can not penetrate and will anyway make the whole infantry more tactical as you can somehow control what they do instead of just deploy them and accept that they do what their AI script tells them to do based on the relative position of the enemy tanks.

I suspect that this can give too advantage to the tanks that can deploy infantry, I have mostly PvE experience using it, but I would say that also in PvP it can be really annoying for the enemy team, I had some Random Battles when a mortar made my life, in a MBT, almost impossible while i had a very good hull down position to face some enemy MBTs, without that well placed mortar I could probably have hold that flank while doing some good damage to those MBTs as they was not able to damage me, while i was putting shots on them every time they tried to reach me, scaring them. But as there was the mortar and even if I was untouchable I was spotted so took some huge damage from repeated mortar hits, then I had to retreat and the enemy won the flank. This happened because the mortar was well placed and did focus on my tank that was the key of the defense of that flank, but with the command system the mortar can be instructed to fire on every tank in his range as long as the one that launched the infantry can mark it.

I don't know if retreating briefly to not be spotted any more breaks the marked status, so if the tank that has deployed the infantry has gone elsewhere and can not mark you again you can take back your previous position and continue to fight or if you remain marked and as soon as you are spotted again they keep firing at you, so your only chance is to relocate and find something useful outside the mortar range, we will see...

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With the Mortar I have gotten up to 7,893 Infantry damage with Alisa Korhonen as commander using a KTO Rosomak with 5,200 likely with careful positioning and friendlies not running him over. On a poor setup with AI overrunning positions it is best to retreat a bit and get the mortar away from spawns and behind a good large rock.

Edited by Nihtwaco
Additional information (see edit history)

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The infantry stats are finally in after 2nd July update. Here are the numbers as listed in the garage:

AT Squad:

Tier		Damage			Vision Range	Camouflage
					(while stopped)

10		102-310			275m			65%
9		102-310			275m			65%
8		180-276			260m			63%
7		180-276			260m			63%
6		180-276			260m			63%
5		158-241			255m			60%
4		158-241			255m			60%
3		158-241			255m			60%

 

Mortar:

Tier		Damage			Vision Range	Camouflage
					(while stopped)

10		72-528			225m			50%
9		72-528			225m			50%
8		72-528			200m			45%
7		72-528			200m			45%
6		72-528			200m			45%
5		72-528			175m			40%
4		72-528			175m			40%
3		72-528			175m			40%

 

Sniper:

Tier		Damage			Vision Range	Camouflage
					(while stopped)

10		7-17			500m			85%
9		7-17			500m			85%
8		7-17			450m			80%
7		7-17			450m			80%
6		7-17			450m			80%
5		7-17			400m			75%
4		7-17			400m			75%
3		7-17			400m			75%

 


aMcZOFg.png

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Effective infantry camouflage seems to have received a massive nerf since the latest patch. Stats appear the same, but now even snipers get spotted rather easily.

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