As far as I'm aware, Grenadier LMG is the only LMG upgrade that applies on the squad and applies only a single weapon. Ober MG34's might do it too? Most weapon upgrades are pick ups or add 2 to the squad.
But yeah it's not so much a coding issue as it is implementation. Most of Relic's unit stuff is done via .rbf files or whatever which is edited in a GUI interface. It depends on how they implemented it there, and often times Relic copy pastes existing stuff to make new stuff. But sometimes they'll copy paste something unintuitive, like minesweepers to make LMG, which results in these sorts of oversights. They'd be better off if they made everything from scratch to purpose to be honest.
I looked up this issue and tested something with a mod. Relic could simply fix this problem by setting the local_max_limit for the upgrade from 0 to 1. Funnily, this is already the case for Volksgrenadier's Panzerschreck.
watching hans vs jove right now and i noticed that the tommy flamer seems to have a very short cooldown between its flame bursts, true or just subjective observation?
That's partly correct.
The fire_aim_time for british, usf and axis flamers: 0.125
The fire_aim_time for soviet flamer : 0.125-0.5
Whatever it is in CoH2. If it's russian. It's inferior.
Coh2 heavy tanks are restricted to 1 at a time. Pershing is restricted to 1. It's a heavy tank by Coh2 standards. Period.
About the Pershing: It has better agility and gains vet faster. On the other hand the Tiger gets very powerful vet bonuses, especially vet2 with increased range and decreased scatter makes it vastly superior compared to the Pershing. At vet3 its speed comes close to that of the Pershing.
The Pershing goes down in 5 hits and is usually confronted with AT weapons that have higher penetration than the Tiger. For a Tiger 7 hits are needed.
There's also a variety of Tiger doctrines with different playstyles and lethal offmap abilities. The Pershing doctrine on the other hand is weak against defensive playstyles, especially Pak43 or superheavies. A quick death can also be delivered by a Command Panther.
But you do know the larger the game mode, the more tanks you can field in the same time frame?
and that's why OKW is OP in 4v4
Just because it's less likely to happen in 2v2 doesn't mean it is less OP when in action. What most people in this thread fail to realize is the strength of a Command Panther that is vet4-5 because they´ve never seen or experienced one.
How on earth can you get KT+JP4+Command Panther in 2v2 or below? Pop cap alone would kill you.
I'd say a really intense game goes around 40+ min. The time needed for a Kingtiger and JP4 to appear is about 34min, given a 20f income per minute. Btw, I never mentioned your "KT+JP4+Command Panther" combination - pls don't twist my words so you can defame me as 4v4 scrub.
Good news: It doesn't work on all units... which is... bad news because, it tells us something about the code that is actually supposed to be copy and paste.