Not terribly bad for something that comes at 2CP as opposed to 0CP. It seems quite obvious that upgraded Assault Grenadiers are clearly superior, now having both superior DPS and target size.
Not really.
Conscripts are "CP 0" also, only the upgrade comes at CP2.
And no Assault grenadier would be inferior since they are 5 men not 6 with less durability and more DPS drop off.
(keep in mind that AG cost more and do not have any AT)
I meant per-man, it is Pioneers; hence calling them a 6 man Pioneer Squad. Their DPS would be 6.6 per-PPSh, compared to 6.8 per-MP 40. It would be the weakest SMG unit in the game that isn't a builder unit.
Unit performance is combination of DPS and durability pioneer with 4 model simply can not attack other units. The comparison is simply misleading.
Conscript's PPsh has 9.7 DPS at range 10 total DPS for squad is 58.2
Assault grenadier's have 10.2 at range 10 total DPS for squad is 51.6 when upgrade 61.8
With 6 PPsh conscripts a 240/60 mu squad would perform close to upgrade assault grenadiers a 280+60 BP2 squad...
Pioneers have 6.8 at range 8 total DPS for squad is 32 so the distance between ppsh conscripts and pioneer is huge.
As for stock PPsh for Soviet I see 2 options either Penal can be redesigned to have them or CE can get them.
50cal price ($280) should be brought in line with other MGs if it is isn't going to have any notable advantage over them.
USF where design to have less access to support weapon and thus where given a superior infatry. Having more expensive support weapons is part of that design.
Does anyone else find it strange that the KV-2 when mobile has the commander with binoculars looking out from the hatch, but when it sets down increasing to increase firing range the commander goes back down?
Should it not be the other way around?
I know this is a detail, but it always stuck out to me badly.
Kv-2 used to have vision penalty when in siege mod
I guess one could combine the officer with aura so that officer comes out when the aura is active.
Good Topic. Wise Tweak.
but
Disagree with Reduce TD range acc.
If reduce max range acc of TD. panther/Pz IV or other medium tank top speed must be reduced too.
otherwise They will not viable at TD roles that need to take advantage by a range. they will get flank too easily especially in team match.
I already suggested reducing the speed of PzIV shemran and Panther has a target size of 24.
TDs that get accuracy bonuses already have near 100% to hit at max range which imo is simply wrong.
If there is a need for it one could increase the ROF at sorter ranges to compensate.
I voted for the HQ build thingy, but got another idea about them..
What about;
- Buildable from HQ at 0cp with the cooldown as it is now as buildtime (20sec?)
- remove default Pfaust
- add merge ability
- remove the LMG upgrade
This would also benefit the feel of the 'relief infantry' ability as that ability was meant to replace suffered losses. Removing the default faust would make that any mechnised vehicle will be their counter in the early game, the merge ability would make up for that as you can keep your team weapons longer on the field, to trade against those LV's. Instead of giving them an LMG upgrade at BP3 i'd give them back the faust (or get them a riflenade ability) to support the late game use of the unit, also it increases the need of the BP upgrade.
It also increases the need of the regular grenadier.
I am not sure if merging with 1.25 target will be worth.
I would test having an upgrade at PB3 that change there target size to 1 and adds merge.