I think it should be more clarified:
-5% mortars/indirect fire
-50% infantry (USF officers)
-50% HTs
etc
Can you explain it to me?
USF Officers and Halftracks benefit from the same type of shared veterancy. That is, when you have a unit nearby, it contributes part of the veterancy it gains to nearby officers/halftracks.
Previously, all affected units would contribute 50% of what they gain to the officer. With this patch, we adjusted the veterancy gain to a decent value:
- infantry provide 50% of their veterancy to the officers/HT (same as before)
- MGs provide 10% of their veterancy gains to nearby officers/HTs (used to be 50% for the 50cal)
- mortars provide 5% of their veterancy to nearby officers/HTs (used to be 50% for USF mortar)
- anti-tank guns provide no shared veterancy (used to be 50% for USF AT)
Basically, we are solving an inconsistency that only USF weapon teams would award experience to nearby officers/HTs, and they would award too much of it.
Wait, so the penals can have 3xptrs after tech teir 4 with a stachel that sticks to vehicles. Or 1xflamer and 2xppsh....... am i drunk? who i their right minds will go cons now with these penal changes.
Changing Conscripts is out of scope for this patch. Thus, unfortunately it will look very much like Penals will be used to substitute Conscripts
if you go T1. Conscripts can do the following things better though:
- Are more durable than Penals
- Retain their oorah ability
- They have an insta-throw AT grenade (which can be combined with oorah)
We don't expect flamer ppsh to scale well. That's because the squad gets very little in terms of survivability. Thus, trying to yolo-close in from the front will be suicidal (the loss of Oorah is key here).
The upgrade will be good for its shock value; or for close-quarter maps, when buying a fresh penal squad. Don't expect to be doing wonders with it, though.