I was just commenting on him using accuracy. I agree the modifier on its own doesn't say much, I wish there was a way for the game to show what certain increases due such as acc/cooldown/moving acc/reload etc..
However moving on to total DPS, a stationary PF G43 does 9.418 while moving does 8.266 which means almost 88% of total DPS is maintained. Drops to a bit above 86% with VET, giving a quick look no other weapon maintains that level of performance on the move which is why it works so well in blobs.
Total DPS of squad is more relevant than the DPS of half the squad.
Im assuming he is talking about their 80% movement modifier which makes them excellent for chase down wipes.
Fact remains they do not have 90% accuracy on the move (and 80% is not 90%). A single modifier, that applies to half the weapons of a sqaud, on its own does not say much and one should be looking at total DPS.
Allies also have infatry that are "excellent for chase down wipes" while VG and grenadiers are not.
OKW players literally have Breakthrough/Grand offensive on standby in case someone uses SOV T1, and they also have JLI commanders/Firestorm in case someone plays UKF.I swear playing OKW is literally like being given everything on a silver platter, having commanders/units that completely counter any unit/strat that would otherwise be troublesome or require some skill to beat.
Fusiliers are easy mode vs SOV T1, 6man upgrade with 90% accuracy on the move(something that penals should have considering they don't win long-range fights), beat penals up close whilst having half the number of semiauto rifles etc.
PF do not have 90% accuracy on the move:
G43 on the move:
0.5064/0.3864/0.3408
Penals with AI weapon upgrades are actually very strong, coincedentally they were never given any by default(almost sounds like a biased balancing team), double Vickers K from the UKF M3 actually push them into elite infantry territory and that strategy was REMOVED by the balancing team with no explanation.
Because the combo was broken. M3 resupply truck was a bad designed to begin with and it had to be practically removed from the game with CP and other restrictions. At least now a player can use the unit.
I probably did not switch on AA mode back then, but I remember that the AAHT starts spinning around weirdly if planes fly in range, but outside of the arch, which often forces you to use hand brake.
I guess AA mode fixes it, but needing to activate that mode specifically for an >anti air< half track to actually not bug out while shooting at planes just adds to the clunkyness.
Saying it clunky (I personally would describe having to press a button as "clunkyness") is quite different from making unsubstantiated claims that the AAHT is "extremely unreliable", has "an ability that expires before shooting down planes", "chance of shooting down a planes is 40%".
The AAHT (in AA mode) is one of the most effective anti-aircraft vehicles (can also effective in normal mode depending on flight path). The unit might be "clunky" to use but on the other is one of the few vehicles that can provide suppressive fire on the move and can be an effective unit in the hands of experienced players.
Shooting down planes is also extremely unreliable.
AAHT is actually very reliable when in AA mode. There is an issue when in ground mode when planes fly close to the AAHT since the cabin does not allow the weapon to track targets in 360 degrees.
I think I even have a replay of a game where the AAHT was completely bugged. Shot down 0 recon planes in 50 minutes. Kept rotating (in AA-only mode) and just tracking the target without shooting.
PLS provide the replay
Does your post have anything to do with M8 Greyhound which is thread is about?
The unit is a "command" unit but unlike other command units does not have "command" abilities. Instead of changing the name I would rather see get some "command" abilities/utility.
A cloaked PPSH Guard hiding with firing positions active and on hold fire would work fairly well together for a trap. The acc bonus plus cooldown bonus would make it like a budget tactical advance.
Allowing both first strike and firing position would simply be too much especially for a no cost combo.
For Thompsons it would be fairly useless outside of forcing units out of garrisons using nade and then firing positions to put DPS them or holding onto a point. However if they pick up an LMG in the empty slot instantly becomes a zone of death.
Generally speaking there is little reason to give firing position to all Guard variant.
Cons/Shocks/AssG/Commissar all get 40% which makes it fairly strange but Guards do get the best REC ACC bonus out of all of them. That leaves Airborne with the short stick as it is technically two units in one. I think the VET ACC was dropped since cloak>First strike bonus plus 40%acc could lead to some BS wipes if nades are used. However as that doesn't apply to LMG Airborne it left them in a weird spot.
As A soviet main I would like to see all Guards variants get firing positions. Could lead to some interesting performance.
Vet abilities (and bonuses) should be designed around specific units and their role.
Firing position for Thompson/PPsh guards would be a bad design so I see no real reason for such a change.