One way to improve the anti-garrison performance of ISG without changing its AoE characteristics is to simply increase the far-AoE damage multiplier, but leave its (tiny) radius as it is.
Now, regarding clipping the range of the ISG, I would like to point some not-so-obvious ramifications when it comes to countering Mortar Pits.
Even if we reduce the range of the Mortar Pit, the ISG will be in a
significantly worse spot when it comes to countering mortar pits:
- The closer you are to the mortar pit, the easier it is to be hit (a max-range ISG will have no issue hitting the mortar pit. However, the mortar pit does have issues hitting ISGs; until they come closer)
- Having to move closer to the mortar pit means that you are too far away from your MedHQ. Unlike OST, OKW completely lacks mobile reinforcement platform options.
- Since you will be bruised much more, and will have to take breaks, double ISGs might not be able to apply the same amount of pressure vs Mortar Pits.
Therefore, nerfing the ISG max range might also necessitate reducing mortar pit durability and/or damage.
Original thing was something like: Flak Truck or FlakHT + ISG(s) being OP and non counterable by allies?
And as a bonus i liked to ask Ululu what he meant as saying p4 is "bullshit" because i could not understand why its "bullshit" unit like AA emplacement and halftrack. Because I in my low intellect would like to learn and understand.
Some people just like to derail threads. By engaging in an off-topic conversation with them, you are only assisting them in their endeavour.
If you really want to find out what the user meant, you can PM them.
Please don't take the bait.