That did not answer my question.
I did, in addition COH is actually notoriously bad in communicating the bonuses unit get so this will hardly be any different.
The in game description for Tank hunter ambush (Since you seem too lazy to check, I had to copy them):
"Ambush Tactics:
Anti-tank Gun crew and armored vehicles can conceal their positions and ambush the enemy"
not very informative...
Unit ability:
ATG: "Anti-tank Gun Ambush tactics
Anti-tank Gun puts Maskirokva camouflage training into practice.
Toggle ability. Anti-tank Gun moves at slower speed when toggled on."
not very informative...
Vehicles: "Tank Ambush
Tanks can hulldown their position and apply camouflage to ambush the enemy.
Toggle ability. Disables movement, but allow the vehicle to camouflage itself."
not very informative...
Actually halldown could describe the bonuses for each vehicle allot better.
(I'm also with Katitof here, very small differences in the amount of the same bonus is not comparable to having the same ability give very different effects per vehicle. Tank ambush is simple: it gives all vehicles a First Strike bonus and severely limits their mobility - whether they get 15 or 20 sight range is irrelevant to most players.)
Tank hunter ambush work differently in ATG and vehicles, it as simply as that, and it is hardly the only ability that work differently.
It should not be about talking sides...and actually continuing down this path is quite pointless. PLS move on.
I also remember you were opposed to having multiple versions of the same thing earlier for the very same reason.
You keep repeating this which is completely different issue.
Same type of weapons (auto-cannons in this case) using different mechanics serve no purpose balance wise it is simply confusing to the user.
Having custom made bonuses from an ability each helping the individual unit according to is role serves balance and it will hardly be confusing. And it now even unique.