PTRS just got their ready aim time massively reduced so that's no longer the case. They will be good at chasing vehicles too now, as well as having good alpha damage (at least versus lights). PTRS has more range too (40 vs 35) so they'll be harder to kite or run away from than other AT infantry. They can't be pushed around when engaging a vehicle in the open. And with 3 PTRS now they can have similar DPM to Bazookas or Panzerschecks unless the latter get pretty lucky RNG (pens for Bazookas and hits for Panzerschrecks).
Indeed but it still feels clunky to use. After testing several units head on i'm a bit more surprised about their performance, even if it's inferior to others as i expected it to do much worst. I think the issue is that it feels like "invisible" dmg compared to the other AT infantry which have rocket with them.
While the amount of cases is small (just 3 with each) i think this give a rough sense of what i saw.
-Panther at full HP starts with engine dmg and backpedals till the middle of the map (blue line on the test range).
-Infantry starts at 1st line of wires. PV starts at 2nd line of wires and changes faction at the 3rd.
-Units chase till the PV touches the line upon which they still fire if they are in range.
-They all started at vet 3 and there's patches of light cover
Notes:
-Each color marks at which point the PV dies. In case of Penals you can see how much HP left the PV had.
-This is not perfect micro as sometimes i stopped and have to right click again to move immediately cause i miss time their reload.
-For Rangers, they had 3 Zooks.
-I had to repeat a RET test cause the first 2 shots of the PV somehow connected on the models. RNGesus.
-Surprising the heavy variance i had with the PIAT. Somehow the first test was the best (basically no practice on timing) with almost all shots penning at the beginning. They were not 5 men Sappers cause i used the other version of the mod and didn't had a way to spawn a UKF HQ.