...
Flamers drop long range dps - its a choice how is a choice bad? Do I go for a flamer for close range damage, do I keep the rifle for long range.
...
In that case Penal should start with 6 bolt action Mosin weapons suitable for long range fights (probably between conscripts and guard level) and their upgrade should give them 5 SVT +1 flamer... suitable for mid fighting...vet abilities and vet bonuses should also be look at in this case.
...
Close to a standard rifle ..... at some ranges ..... a T1 dps dealer hardly outdamages a generalist with boat loads of options, just lol, put in weapon upgrades and frankly... why bother with a penal?
...
+20 to +174 more DPS is close its far better (especially at vet 3) a Pennal squad would probably be better than riflemen with 2Xbars.
In other words a 270 unit (160MP 10FU cost ) would be probably better than than 280+120 MU (150 15Fu tech) cost unit.
A flamer Pennal would probably be better than Flamer bar Riflemen...and you don't see a problem with that?...Do you have any idea why Relic moved flamer for riflemen to R.E.?
The number quoted was 8, abit below rifles and a 75% increase.
Read again things suggested by katitof:
Long range DPS from 4 to 8.
which mean double their DPS. the number 4 as far DPS for Penals is (as usual for Katitof) inaccurate but what he is suggesting is
Doubling their current numbers...
Your ignoring the RA bonus rifles get that makes the ehp the same.
Riflmen 5*80/0.97= 412
Penal 6*80*1= 480 16% more EHP...
VET 3
Riflmen 5*80/(0.97*0.77*0.80)= 669 7% more EHP
Penal 6*80*/0.77= 623
Happy now?
Your ignoring the weapon upgrades rifles get
And you are ignoring faction design. The whole USF faction strong point is riflemen and light vehicles.
4) Flamers are best used at range 20 because they have a flat DPS
That doesn't mean the SVT has to follow the same profile......
Exactly my point, weapon profiles were introduced to change the flat weapon profiles and by doubling the far DPS one creates a flat weapon profile...which as Relic pointed out is bad in small arm fire fights...
But keeping the current minefield of naff Soviet faction design how can you improve Penals with a minor change without clashing roles with another unit?.... not many options.
Starting by giving them different vet ability different vet bonuses some of the conscripts utility and adjusting their SVT profile having more mid far DPS but less close for start or give them completely different weapons and upgrades...
Its because you just repeat the same stuff without any kind of justification. Give Penals more mid damage..... mmm great whats the point of that? what does it actually do in game.
Makes them better at their optimal range(20), but that would help very in becoming more useful without a new vet 1 ability, new veterancy bonuses and/or a new role...
Long range DPS from 4 to 8.
Done, unit fixed.
Nothing more is needed, no big changes, no new abilities, no vet changes.
Just this simple change gives them new utility without impacting their intended role of mid range squad.
Basically makes them Rifles who don't scale as well, but work in contrast of soviet army.
But I am not the one that claimed that increasing their DPS would solve the problem of Penals