ANd you think that PTRS on Penals will give more options?
Answer is: NO.
Why would I go for panic PTRS Penals if I can simply go for... Guards?
You wouldn't. PTRS Penals are weaker than each of these options. Thus they won't negatively affect balance. (Except for AT satchel + button).
The strategic diversity comes from the fact that you can combine T1 with other doctrines which you would normally never consider. As a bonus, you could also upgrade PTRS to protect an early sniper. We are aware that shocks kind of suck, but given that shocks completely lack in the AT department, having a squad that provides just that would be a boon.
PS: Soviet sniper is the big winner of the stealth fixes
When firing from cloak for the first time, the Soviet sniper recloaks in 1.5 seconds, as opposed to 6 seconds for UKF/OST sniper. This was always the case. However, people would never notice this due to the re-stealth abuse.
Plus, if Penals would have PTRS and PPSH upgrade, you kill right away tank hunter and all ppsh cons doctrines.
PPSh Penals wouldn't kill PPSh Cons for the following reasons;
- PPSh Cons still have oorah
- PPSh Cons still have a better snare
- PPSh Cons still scale better than Flamer Penals (This is no joke; RA is more important than accuracy for units that try to close in)
Thus, unless we've done something wrong, Flamer Penals should be the inferior choice here. If they are the superior choice people need to let us know so that we can adjust their strength.
As for the reason why Penals have so many upgrades available to them, that also has to do with patch logistics, and has to do with the following:
I just wanted to note that I have yet to upgrade penals with PTRS in a match where my explicit goal wasn't "upgrade PTRS on penals and test it."
Every time I've been met with 222s or flak HTs I've just... Gone T2 for an AT gun, gone Guard Motor doc, or used conscripts. (Well not cons against the flak HT.) But still, as much as I love AT Satchels, behind a PTRS upgrade is not where it should be locked.
Ever since v1.0 Penals were found out to be a failure, we realised we need to give something back to them. Since we are not all-knowing and wanted to explore multiple options, we gave all of these options to see which ones (if any) could work.
Thus, without having to wait for the patch to update (every week), both the players and the balance team could try out different configurations.
Thus, as a result of Penals having access to this smörgåsbord of upgrades/options, we were able to address bugs and refine all 3 options: PPSh/Flamers, PTRS and AT satchel. We could do all of this within 2 weeks, as opposed to the 6+ weeks that swapping upgrades in/out would require.
I didn't say it is confusing, it is complicating things for a design that should be simple : Penals = AI unit.
PTRS Penals is an AT unit with crap AI.
No-upgrade Penals is an AI unit with no AT.
Panzerschreck PGrens is an AT unit with some hints of AI.
Unupgraded PGrens is an AI unit with no AT.
Why are Panzergrenadiers so straightforward, yet PTRS Penals is "confusing". Help us understand, and we will further improve the interface.
As it stands, there is no longer a 3rd PTRS option, etc, etc. That was WBPv1.3. Please install WBP and upgrade to WBPv1.4.
Yes, multi-layered PTRS upgrades were confusing, and that's why we fixed it. Now there's no 2xPTRS + 1xPTRS @ T4, etc. That was bad design.
In WBPv1.4 there is only one single upgrade. That's the 3xPTRS upgrade.
If you don't care about stats, you don't need to read stat-related things. That's for the people who have a clue about stats to help them provide better feedback. This was a preemptive FAQ to the "with 3 PTRS aren't light vehicles RIP, now?".
You could have just stopped reading at "Penals sacrifice 50% of their AI to get 3 PTRS".
There's 3 different versions of Mosins, and 4 different versions of PPSh in the game. Do you need to know the precise stats for each one of them to know what you should do with them?
That whole penal circlejerk is getting really absurd at this point.
Have you actually tried to leave penals as they are in live, and just remove from them flamer upgrade?
We already tried this in WBP1.0. Penals were so bad that they sucked and T1 became a high-risk, no-reward tier. If simply removing the flamer would have fixed Penals, we would have stopped bothering with tweaking them at v1.0, already.
The side-reason we bother about T1 so much is because want people to be able to play the game without facing Maxim-spam strats all the time.
It is really clear that community is divided about your meddling with that squad. Why do you insist on putting the whole soviet T1 on its head with some potentially highly volitare changes, while a simple adjust might have been all that it takes? Why the fuck during the last year all I saw on that forum when somebody got flattened by overperforming Stuart, T-70 or SU AA truck , all I've read is "just build pak noob, l2p" now really, the Axis lights are nowhwere as flexible and deadly as Allied ones, but apperently, SU just needs a AT counter from get go.
All factions, and all tiers now get appropriate counters for every single possible light vehicle. If you believe that any single vehicle/strat can shut down a particular opening tier, please let us know.
This is the first community-balance patch we do. We don't care about what notion of justice you happen to have for the past. We are here to make things right for the future.