I made an equal implementation and proposed it to the patch-team. The response was short: they don't want it to see through LOS blockers.
It has probably the same reason that the Brits gets a medic squad: requiring micro.
So just as I thought, someone else did figure this trick out before me. I still think that it could be made to be balanced and require micro by, for example, making this into a timed ability that only lasts 10 seconds, but also reveals the Uhu's location to your enemies. Think Katyusha, but instead of rockets it delivers vision.
A few ideas which I don't know if they'd work since I don't mod so it's up to you to judge them:
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From what I gather, the "weapon_scan_action" itself causes this bug. Even if the act of scanning does absolutely nothing to target, it will still cause the reveal bug when the circumstances are met. I'm no senior modder, but believe me - I tried my best to work around it to no avail.
As many of you know, Infrared Halftrack's bugged scan causes units to stay permanently revealed on the minimap when certain circumstances are met. While I think that the balance team's solution is solid and keeps it role as a spotter unit, I wondered whether there are any alternatives.
Don't know if any modders figured this out before, but after tinkering around I managed to give the "Uhu" vision that ignores line-of-sight blockers. It sees everything, not just "infrared ghosts" of units, though it doesn't reveal camouflaged units. Video below shows how it works in-game.
I'm not saying this is a superior way of fixing Uhu, but I do think it's a bit closer to its original form. Of course, this would require plenty of balancing - a narrower arc and shorter range, maybe longer setup/packup time, or maybe even changing it into a timed ability.
There is one side effect to this method - as you may have noticed in the video, IRHT has its "global" vision even when not setup. This can be easily addressed by making its default vision shorter than usual. In fact, the modded Uhu in the video has vision of 20 (boosted to 80 on setup), but perhaps 10 would be better.
(I've mentioned this bug in another thread, but I think it warrants a separate one, so it doesn't get overlooked.)
When Royal Engineers, Combat Engineers or Assault Engineers pick up a Bren off the ground, they get the old, more accurate variant, which was previously removed from the game. Brens picked up from weapon rack grant the intended regular variant.
Reason: The brit_bren_lmg_item still has the requirement action for "engineer" unit type, which grants the old Sapper Bren. The 3 squads mentioned above possess this unit type, so they pass the check and get the more accurate version.
Solution: Remove that requirement action for "engineer" unit type AND remove requirement of not having the "engineer" type in the requirement action that grants the regular Tommy Bren. It's crucial to remove that required_not, otherwise those 3 squads will not get anything at all when picking up Brens off the ground.
That Sapper Bren has about 90% accuracy of Commandos Bren, so it's kinda strong, y'know.
I'm not sure about MG42/DP28 on-the-move stats, if they are "elite" or anything like that, and how they compare to Commando Bred and Para 1919.
Slightly off-topic, but that's another weird thing - there are some inconsistencies between normal and fire-on-the-move versions of LMGs. First of all, there are actually 3 weapon profiles for LMGs: regular (one that can't fire on the move), moving (one that can fire on the move) and moving_no_prone (only Obersoldaten get this one and as the name suggests - it can fire on the move and has disabled prone-firing).
For M1919A6, their accuracy compares as follows: regular > moving > moving_no_prone. There's a sharp drop in accuracy between the last two and the regular version fires slightly shorter bursts.
For LMG-34 it's: moving_no_prone = moving > regular. Additionally, regular deals only 4 damage compared to 6 of the "elite" versions.
For LMG-42 it's: regular > moving = moving_no_prone. Both of the moving versions have slightly shorter reload on average.
For DP-28 it's: regular > moving = moving_no_prone. This is the only one without any hidden "bonus features".
Vickers K and Bren obviously can't be compared in this manner.
Bazookas picked up by Obersoldaten, Commandos, Airlanding Officer or Airborne Guards disappear. They are not added to the squad's inventory, no item slots are taken. The Bazookas simply vanish and are no longer in the game in any shape or form.
Reason: Bazookas, both from weapon rack and dropped on the ground, have 2 requirement actions in their on_pickup_actions to decide whether a squad receives regular Bazooka or the "Bazooka Experts" variant that's unique to USF elite infantry. If the squad's loadout contains an entity with "aef_paratroopers" unit type, they receive the super Bazooka. If the squad's loadout does not contain an entity with "lmg_user_fires_on_the_move" unit type, they receive the regular variant.
Problem happens when a squad doesn't have "aef_paratroopers" unit type, but DOES have the "lmg_user_fires_on_the_move" unit type. They don't fulfil either requirement, so they get nothing. The 4 squads mentioned above are in that exact situation.
Solution: the first requirement action is correct, but the second one should check whether the squad does not have "aef_paratroopers" unit type, not "lmg_user_fires_on_the_move". Simple fix, I can provide mod solution if needed.
Fun fact: the new Assault Officer squad from the Winter Balance Preview is not affected by this bug, because it no longer has commandos entities in its loadout, which possess "lmg_user_fires_on_the_move" unit type.
Obers can fire a DP1928 on the move.... everyday learning something new
Not only DP-28, but any LMG that's not Vickers K or Bren. Same with Paratroopers, Rangers and Airborne Guards. Only the Commandos and Airlanding Officer are better in this regard, because the only LMG they cannot fire on the move is Vickers K. In fact, the only faction without any fire-LMG-on-the-move squads is Ostheer since addition of the Soviet Airborne commander.
I know it might sound like I'm nitpicking, but it's just a question of consistency - all the other LMGs can be fired on the move by those elite infantry squads, so why not Vickers K and Bren? They don't seem that much different, so I assume it's an oversight.
I double checked the Brens used by Royal Engineers and figured it out. It was indeed fixed, but only for the Brens picked up from the weapon rack. Any Brens picked up off the ground still grant the old, more accurate Sapper variant! And just as I mentioned before, this variant also applies to Combat Engineers and Assault Engineers, as they posses the "engineer" unit type.
I tested it by changing the sapper's Bren variant damage to 555, so it would basically one-shot any infantry. Sappers using Brens from racks behaved normally, while those using Brens off the ground were indeed melting squads left and right.
Here's a test without any tuning mods involved, just Cheat Commands. Note that the squad with Brens from racks started the fight earlier, yet still finished and achieved veterancy later.
Fully loaded Vickers K gun with full ammo is about 14.5 kg. No way in hell you’re firing that thing while running with any accuracy without training on it for months.
For comparison I’m actually pretty strong and tall and when I was in the greek army we did some fire and manuever with the 4.5 kg G3A3 and it was a bitch to fire on the move while trying not to fall over because you can’t pay attention to where you’re stepping all while you’re trying to manuever the gun around.
Too long didn’t read: Nobody can fire on the move with accuracy unless the terrain is good. Humans can’t multitask. Therefore the way you use the gun needs to be 2nd nature to th point where the weapon is an extension of yourself so that you can both fire accurately and move around, therefore training with your specific gun is extremely crucial to learn how it handles and behaves.
As for the game and back on topic, I agree with Katitof that it’s probably intentional since firing on the move is so difficult if you’re going for it you at least need a gun you’re familiar with and can manage. A foreign gun you’ve never used before is gonna surprise you with recoil/handling/spread etc and you’d probably waste too much ammo trying to learn on the spot, so I agree with the game not allowing elites to fire foreign weapons on the move.
I wouldn't say it's intentional, because all squads with unit_type "lmg_user_fires_on_the_move" can in fact fire any LMGs on the move, with the exception on Vickers K and Bren. Squads that have this unit type are: Paratroopers, Rangers, Obersoldaten, Airborne Guards, Commandos and Airlanding Officer.
Here's another example: Paras firing LMG42, but not firing Bren, while on the move