and whoever was saying PIATs have gone completely OP is right.
Testing vs an OKW P4, 2 double PIAT squads will smash it in less than 10 seconds at max range. 2 single Schrek squads will take roughly 30 seconds.
They cost roughly the same.
Mr Smith, maybe you should play more than a few games (and try to play some OKW for example, hint hint). Then you can think about righteously balancing this game.
I highlighted your idiocy in bold. 4 > 2. I tested it and it took roughly 30 seconds for the piats to kill it and less than 10 seconds at max range for shreck squads to. See how information can be misleading without evidence? Which is accentuated more by your clear bias in hatred for this change, no one is going to take you seriously if you keep spitting bile at the current rate.
Let me save Mr.Smith the bother and quote him so he doesn't have to:
"The reason bugfixes to stealth get a separate chapter in the changelog (instead of being one-liners) are to more clearly communicate to the players how stealth is intended to work."
"To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:"
How about rather than crying and spitting your dummy out, you actually give solutions rather than just 'problems'(or in this case, stuff you don't agree with)? Try it, you might get a better response.
With the former or latter? Everything was fine in the commando situation, I didn't get any sluggish feelings or unit delay, it looked like the animation they do when they are getting pushed by a vehicle where you cant control them.
I spawned a commando unit from a building, and told them to cap the point outside of the house (it was the North VP on Westwall) unbeknown to me it was mined with OST minefield, I reacted in time and spammed 'S' so my unit would stop moving and end up wiped, but after the initial explosion and a model lost, they kept moving and wouldn't stop almost like they were trying to run around the building for whatever reason.
I was spamming stop all the way until they died due to ignoring orders.
British sniper also fails to attack units when you attack ground, I'm not 100% certain if its only garrisoned units or is a problem against all, but to replicate, sight an enemy MG in a building with another squad, order your sniper to A move near the building and he will run in well within the MG's range and inside his own range of the MG, rather than firing at Max range where he is safe. He has acted really weird since the change to him I would be interested if someone that knows how, could compare the changes and see what they messed up on.
Mortar is a must in this situation as it pisses the UKF player off to no end, however, against brits, just go sniper.
Your capping power will be limited at the start but that will force him to either go UC or a counter snipe which will have the same affect on him.
Failing mortar/sniper, get flamers on your engie squad and burn him out, the more squads he has in mid, the less he has elsewhere so the more you can keep in mid with fewer units, the more powerful you'll be on the flanks.
Comet loses to the Panther the majority of times (1v1 engagements no other factors, stat wise) But the comet makes up for it too well with its AI capacity.
It needs a fuel increase or a debuff against infantry. Ideally, make it the same as the panther against infantry and leave the cromwell to do the AI stuff.
I know it requires 50 fuel to unlock but with that you get free war speed, gammon bomb unlock and vehicle tracking, on top of the comet so the price justifies itself even without the comet coming with it.
Best way is to get Cruzz, Mirag and a few others to collab on a mod, release it to the wild and hope lelic view it, sees the (hopeful) improvements and implements it.
That's the only way I see this becoming a reality.
The stats I don't know but the squad perform (slightly) imo worse than a regular infantry squad against infantry (not much worse mind you, just remember you can't give them brens) but they do a fair bit of damage VS vehicles.
I had someone use 2 tank hunter squads inside a halftrack kill my Puma in a matter of seconds.
I would argue that the Guards are better however at both AI and AT due to their button ability and (confirmation bias?) higher infantry DPS