Protip:
The stug E spawned by cheatcommands II is the wrong, singleplayer version of the unit. Use the commander ability list in the mod to give you the ability to call-in the proper one.
You can check that I'm not talking bull by bringing up the health monitor on a stug e in the mod through selection --> health --> display table. The singleplayer version is stug_iii_e_sdfkz_141_1_mp, the multiplayer version is stug_iii_e_sdkfz_141_1_commander_mp
Thank you very much! It didnt make any sense beforehand...
This is an excellent test. I think that the reason this looks so bad is because of elevation. The change we introduced to the elevation-ignoring part makes it so that the projectile will not be "wasted" exploding short.
However, from the scatter pattern I can see in the video, the elevation does mess up with targeting and is causing it to scatter all over the place (i.e., much more than the nominal value). If you have enough time to test the following, it would really help us try to come up with a solution:
1. How would a live-version Stug-E perform at exactly the same spot (with the elevation)?
2. How does the mod-version Stug-E perform against conscript squads at the same distance, but on a completely flat terrain?
Once again, thanks for the time you have invested in it. I will try to investigate this as soon as possible.
I will do some further testing with the right Stug E from CheatCommandMod II this evening
Thank you for taking time to explain it to me
By the way consider the AT-grenade to be on coodown when AT-partisans spawn from buildings... it's saves people who make the wrong tech descision and is simply too strong imo.