Post by lclmopar426 on Oct 16, 2020 19:09:12 GMT
Hey y'all,
In my quarantine boredom, I decided to quantify and rank all of the armored vehicles in the game. Given the vast array of vehicles in the game, I had to make a number of assumptions in my calculations. Of course, all of my calculations are subjective, but I do believe I made some fair assumptions and holistically, I believe that the rankings are pretty spot on.
Some assumptions that I made were as follows:
In general, vehicle combat is significantly more important than infantry combat. The tanks should have some good anti-infantry, but it isn't as necessary as anti-vehicle stats.
Combat generally occurs in the medium/long ranges. I used the vehicles medium/long range attacks to calculate the bonuses related to attacks and made concessions for niche vehicles IE flamethrowers or AVRE.
Speed, armor, and special abilities have all been quantified as best as I saw valuable. Special abilities or stats that are situational were valued lower than values which are consistently/always good.
No matter how high a unit's rating, if it compromises the balance of the overall army that its placed in due to high/low cost, it likely will not perform as well as it could. Ratings should be considered with the unit's cost in mind to find the best possible selection.
The below link is the spreadsheet. I did my best to make things plug and play, so if you want to mess around with the values for yourself and see where you think things should sit, have at it!
drive.google.com/file/d/1DatehxSt2dy0mx-wDw3032aZUd4cXJjz/view?usp=sharing
The "Units" tab is a spreadsheet I made just to list and quantify all units in the game. Not related to the ratings system, but still useful
The "Vehicle Ratings" tab has the ratings and all of the related stats. Some columns/ rows are hidden revealing some more data for those that want to dig in
The "Ability Value" tab has the calculations and the VLOOKUP reference cells. This is the tab where you can change how you value specific special abilities.
Feel free to ask me any questions about it if you get confused. It has some math going on based on statistical outcomes, so if you want to understand it, just ask!
As for my ratings, see below:
N/A - Vehicle is not intended for frontline combat and has support roles which are situational and should be valued based on specific scenario
Less than 10 - Vehicle suffers from serious detrimental abilities, has overall weak stats, or has very situational special abilities that make it very unlikely to do well in most scenarios
10-20 - Vehicle possesses some detrimental abilities that are significant, generally lower stats than most vehicles in its class, or special abilities that are still limited in scope, making it unlikely to do well in most scenarios
20-30 - Vehicle possesses good overall stats, but may still suffer from detrimental abilities, has semi-situational attack abilities, or special abilities that make it competitive in most, but not all scenarios. Vehicle is likely to be a decent choice for most scenarios.
30+ - Vehicle possesses limited, if any detrimental abilities, competitive stats, and abilities that always provide value to the unit. These vehicles should almost always be selected for scenarios, so long as they do not inhibit the balance of the overall army composition.
Keep in mind that if you go changing multipliers or values, your ratings system will change completely as well. The above is just my calculations. I would like to have fun with this spreadsheet and test its effectiveness in some online games. Looking at some historical games on the forum, some of the top tier vehicles have clearly demonstrated their abilities in battles so far. Thanks for reading!
Logan
In my quarantine boredom, I decided to quantify and rank all of the armored vehicles in the game. Given the vast array of vehicles in the game, I had to make a number of assumptions in my calculations. Of course, all of my calculations are subjective, but I do believe I made some fair assumptions and holistically, I believe that the rankings are pretty spot on.
Some assumptions that I made were as follows:
In general, vehicle combat is significantly more important than infantry combat. The tanks should have some good anti-infantry, but it isn't as necessary as anti-vehicle stats.
Combat generally occurs in the medium/long ranges. I used the vehicles medium/long range attacks to calculate the bonuses related to attacks and made concessions for niche vehicles IE flamethrowers or AVRE.
Speed, armor, and special abilities have all been quantified as best as I saw valuable. Special abilities or stats that are situational were valued lower than values which are consistently/always good.
No matter how high a unit's rating, if it compromises the balance of the overall army that its placed in due to high/low cost, it likely will not perform as well as it could. Ratings should be considered with the unit's cost in mind to find the best possible selection.
The below link is the spreadsheet. I did my best to make things plug and play, so if you want to mess around with the values for yourself and see where you think things should sit, have at it!
drive.google.com/file/d/1DatehxSt2dy0mx-wDw3032aZUd4cXJjz/view?usp=sharing
The "Units" tab is a spreadsheet I made just to list and quantify all units in the game. Not related to the ratings system, but still useful
The "Vehicle Ratings" tab has the ratings and all of the related stats. Some columns/ rows are hidden revealing some more data for those that want to dig in
The "Ability Value" tab has the calculations and the VLOOKUP reference cells. This is the tab where you can change how you value specific special abilities.
Feel free to ask me any questions about it if you get confused. It has some math going on based on statistical outcomes, so if you want to understand it, just ask!
As for my ratings, see below:
N/A - Vehicle is not intended for frontline combat and has support roles which are situational and should be valued based on specific scenario
Less than 10 - Vehicle suffers from serious detrimental abilities, has overall weak stats, or has very situational special abilities that make it very unlikely to do well in most scenarios
10-20 - Vehicle possesses some detrimental abilities that are significant, generally lower stats than most vehicles in its class, or special abilities that are still limited in scope, making it unlikely to do well in most scenarios
20-30 - Vehicle possesses good overall stats, but may still suffer from detrimental abilities, has semi-situational attack abilities, or special abilities that make it competitive in most, but not all scenarios. Vehicle is likely to be a decent choice for most scenarios.
30+ - Vehicle possesses limited, if any detrimental abilities, competitive stats, and abilities that always provide value to the unit. These vehicles should almost always be selected for scenarios, so long as they do not inhibit the balance of the overall army composition.
Keep in mind that if you go changing multipliers or values, your ratings system will change completely as well. The above is just my calculations. I would like to have fun with this spreadsheet and test its effectiveness in some online games. Looking at some historical games on the forum, some of the top tier vehicles have clearly demonstrated their abilities in battles so far. Thanks for reading!
Logan