Small update again...well, actually a freaking huge one in terms of files changed, but the actual effects are really minimal and just taught me about a fun new "feature" in the engine that I will make a forum post about in a bit.
#8
Balance:
Ostheer medkits now usable on self and heal 56hp over 8 seconds (previously 40 over 10 seconds), but now interrupting the animation will also stop the healing.
Soviet 45mm gun health to 350 (230), DSHK HMG gun health to 350 (300), .50 cal HMG gun health to 350 (300)
Added 4% received accuracy modifier to assgrens (regular grens 9%).
Reduced Ostruppen received accuracy debuff to 19% (25%) but added it to the Puma Ostruppen as well.
All infantry grenade abilities have gotten their vertical traverse increased from 40/45 to 60 degrees so you can throw them to higher elevation.
Panzerfusilier AT nade fire angle from 5 to 15 (matches other similar abilities)
Weapon Consistency:
USF weapon crew garand damage halved (16 --> 8) to match riflemen garand, other stats adjusted to compensate.
Pathfinder Scoped Garand now reloads as often as rifleman Garand, winddown increased by 0.1 seconds to balance out DPS. Moving accuracy from 0.1 to 0.4 (rifleman garand 0.6), moving cooldown modifier from 1 to 1.25 (same as rifleman garand).
Partisans use Conscript PPSH (slight buff at point blank range) instead of their half damage double firerate original ppsh.
Ostheer weapon crew MP40 damage per bullet doubled to match Pioneer MP40, other stats adjusted to compensate
Priest .50 cal damage per bullet doubled to 8, accuracy adjusted downwards (overall still a buff to the weapon, no reason it should be half the strength of other .50 cals)
Walking Stuka forward MG damage per bullet from 1.75 to 4, accuracy adjusted downwards (as with Priest)
Bugfixes:
Changed vehicle pathfinding sizes to be closer to reality. Generally speaking nearly all vehicles are a lot longer as far as pathfinding goes than they were before, widths were only adjusted a bit apart from fixing a bunch of bugged values. Unfortunately this change has no actual effect on phasing, but solves a couple of minor issues like Brummbar not fitting anywhere (huge width value previously). And all was largely for naught due to a fun feature I ran into after already making the changes
Actual numerical values of vehicle sizes here (second tab for changed values):
https://docs.google.com/spreadsheets/d/1LpyKOpWTw58KCQeOtmE-xwObxblePZX8JB2Gxb-7efc/edit?usp=sharing
Ostheer Luftwaffe supply drop now has an ingame model so you can hear plane sounds
Assault Engineers now build Murican caches instead of Soviet ones (just lets rear echelons join in on building them, statistically identical).
DSHK HMG, .50 cal HMG weapon priority to -100 (0) to match all other team weapons. No more pak sniperino on these squads hopefully.
Fixed Puma Ostruppen veterancy to give received accuracy instead of armor
Visual/Audio:
Added Brew Up death animation to Ostheer Puma, Panther, Ostheer PIV & Command, OKW PIV, OKW Command Panther, M10, M36
Would you consider replacing T-34/76 with 85 in the main lineup? Without additional gating, as Panzer IV still maintains cheaper cost, better armor, better support abilities, better veterancy and better surrounding AT units not the least of which being Panzerschreck infantry?
No, not as a straight replacement anyway. Not only would it remove a unit completely from the game as there is no point in getting t34/76 if you have straight access to t34/85s, the 800hp pool is too unbalancing early on due to easily being able to brute force through antitank guns with it. If I were to add them I'd require both T3 and T4 for them.