You are absolutly right. I was a bit tired when I took those screenshots (4am). Anyways Ive seen how good volks are at range and im determined to find out why this is.
And to verify what you said I will first start with some screenshots, showing where you can find what weapon your unit uses.
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And yes the garand is just as accurate as the kar98k.
Edit: too many images now so i removed the rest of the images from this post.
That means the search must go on. Maybe the difference is in the reload times ? lets look at the math and use the min and then max value for both weapons at range. Garrand min 2.5 8 clips. Clips / 2.5 =3.2 shots per timeunit to reload. Max 3.5 8 clips. Clips / 3.5 = 2.3 shots per timeunit to reload.
kar 98k min 1.5 5 clips max 2.0 5 clips. 5/1.5 = 3.33 shots per timeunit to reload. (not to mention the advantage of reloading first) max 5/2 = 2.5 shots per timeunit to reload.
conclusion, the more shots fired the kar98 has a slight reload advantage in that it reloads first, and it reloads a tiny bit more effective per timeunit of reloading. That means any firefight that is long drawn (like those at long ranges) the kar98 is most likly to be victorious.
Now lets look at the cooldown of each weapon: Duration for axis kar98 cooldown is allways 0.75 at long range the multiplier is 1.25. So cooldown per shot takes 0.93 timeunits per shot.
The allied garand on the other hand has a cooldown of 2.5 min and 3.0 max. The long range multiplier is 1.5 allready here we can smell the difference. 3.75 timeunits per shot at min and 4.5 timeunits per shot at max.
Clearly axis advantage.
Now lets look at the same cooldown for short ranges:
Axis kar 98 cooldown 0.75 short range multiplier is 0.75 = 0.56
Allied garand cooldown 2.5 / 3.0 short range multiplier is 0.45 = 1.125 or 1.35
Still axis advantage.
But this contradicts what ive learned about allied riflemen, they seem to win at close range. Speculations: A) The seargents carbine probably makes a huge difference in close range. Cooldown somehow isnt that important for close ranges?
Anyways I hope this shows that the reload and cooldown is better for the axis volks and that therefore any long drawn fight, basically any in long range, will be in the axis favour.
This post has been edited by Willburn: Oct 13 2006, 10:14 AM
At shorter ranges the cooldown difference isnt so big in percentages and the riflemen has 1 more man to fire with. lBoth do 10 dmg with the respective weapons (kar and garand). Thats probably the reason allies are best in close range. While at longer ranges there is a big difference in percentage and even if the volks have one less person to fire with the cooldown advantage is big enough to tip the favour in the volks hands again.
lol video? Im not sure what you are asking about. For viewing the information you use Corsix's DoW Mod Studio, for taking screenshots or videos of gameplay in coh you can use Fraps. (www.fraps.com) For editing the screenshots i use paint. (comes with windows)