So in your opinion conscripts, penals and other 6 men squads should be able to take 2 weapons before retreating? That's quite a rebalance of whole faction I would say.
Well, to be honest, that's an implication I didn't though of. So maybe change it only for grens and pios? But yea it would be inconsistent and counter-intuitive. So its probably the best if we just stay with what we have got.
It is not stupid at all. It's one of the most basic design decisions of coh. This is why the smallest squad is always 4 and the biggest is always 6. So that you could have squads with different number of men, but still had to reinforce to take more than weapon from the field.
Also if you came with grens to take maxim and it took 2 men from your squad you would have to retreat both grens and the maxim. With how it works right now the maxim can stay on the field and keep fighting.
It works well if you have 4 men squads thats true, and I dont want to change that. But if only 3 men are left, it shouldn´t take all of them if you want to capture a maxim. And thats the thing I want to see changed. If you have only 3 models left it should take only two, as the icon suggest it. Lets say you just wiped a maxim, but lost one model in the process, in order to capture it you either have to retreat and reinforce (that way you give the maxim back to the opponent) or to trade your squad. Both ways you lost something. This problem only exist for Ost and Ukf, every other faction has a cheap unit with more then 4 men to reman teamweapons. So I dont see the problem in changing it.
Exactly, it is the minimum, but it always takes as much as it can up until 3. All it means is that you can't man it with 1 man squad.
But its just stupid. If its possible to change it, so that it takes only 2 models if your squad has only 3 members left would be great. I think you could categorise it as a bug fix, so it would be in scope.
This may be quite counter intuitive but the value displayed there is the minimal number of models needed to man the weapon. So if you have a squad with less members than this number you can't man the weapon at all, loosing the squad or not. Also, if your wapon is manned, but the number of models manning it drops below this number, the rest of them will run to the edge of the map.
The number you are talking about is the maximal number of models taken from squad when manning the weapon and it is always 3. For all weapons. No need to display it at all.
So in fact this indicator is batter to show the number it shows as it gives at least some insight, even though the number should be shown somewhere else, than to always show the same number.
Mind that this is not true for abandoned vehicles as for them max value differs from one to another. Vehicles can be manned only with a set number of squad members, so the maximal value is always equal to minimal value shown on the indicator. So in this case exactly the number of models shown on this indicator will be taken from the squad. This can also be a reason of you misunderstanding what it means.
I hope it was helpful, ask if you have any questions about it
The problem is, that if you have for example a 3 men pio, gren squad and want to reman a weapon it will take all three members, result you loose a squad, even though the number says only 2 needed.
Today I run some tests of upgraded penals, against grens. All there done out it the open medium to long range. As expected at vet 0 grens without lmgs won almost 100% of the time, although it sometimes was close. With Lmgs grens win clearly. So everything is fine here.
As I moved to vet 3 it was quite similar with the exception of Vet 3 grens against vet 3 penals. Without Lmgs they loose most of the time (5 out of 7) to upgraded penals. With Lmgs the winner is again clear.
Although you upgrade to light At you still have a quite powerful Ai squad, so maybe add another Ptrs to better clarify their new role once upgraded. If necessary nerf the Damage against Tanks a bit, so its stays similar to now but spread over 3 models.
EDIT: I should add that I'm also against nerfing incendiary shot. It isn't OP unless your opponent blobbing hard (like in the video I posted). The more blob counters we have - the better.
That's not the main problem of the incendiary shot. It only happens once in a lifetime, that you can get 11 kills with it, the only problematic thing is, you have 100% accuracy against retreating troops. You can wipe squads reliably that way and that's rather unfair. The only thing that needs changing is accuracy against retreating troops. The same problem had pumas stun shot, so they fixed it, then it's just consequent to fix this too.