... UKF is the only faction without some sort of recon.
I do have to point that if UKF need recon they have a number of tools like pyrotechnic 40.25 sight to 50.25 when vet 1 in cover (same as recon squad), tank commander sight 45, a number of recon planes from air landing officer, command vehicle, FOP and arty flairs.
I support this change, however the crawling aspect is unnecessary; an easier implementation would be to exten the flare range to 35m. Remove the flare from the Sniper.
However, I would also like to see British tanks to be able to toss flares as well (using the existing grenade-out of-hatch animation). Perhaps it could be implemented with the Vehicle Commander upgrade.
Pyrotechnics could redesign to an upgrade that turned IS to Recon infantry section who could perform as normal infantry without the "cover mechanism". (they would probably have to lose weapon slots and maybe use scoped infields)
Tank being able to hard counter ATGs with artillery will probably prove problematic.
One can already test this with "elite armor" and valentine (which would become rather pointless if all UKF armor get a similar ability).
...There's no room for a just-not-elite squad like JLI.
...
There is a number of issues JLI but one has to be careful since the "critical" kills can be really bad if the unit is blob.
As an infiltration the unit has little shock value due to rifles and no grenade burthey actually good for countering snipers.
Booby trap is good (although it should probably become incendiary and available even if in a not connected territory to increase the infiltration synergy)but it is also available to Obers (which in my opinion should be removed from them).
As an ambush unit the first strike bonus is good but I doubt they will ever be as good as other unit stealth units in wiping squads.(although infiltration grenade do help)
As a support unit their pop is 8 compared to 6 for Pathfinders.
The anti cover/garrison properties of the scoped g43 are interesting but might prove problematic is one manages to spam the unit. (not very easy with a pop 8)
I would suggest to:
Give a grenade to the unit preferably the blendkorper , since DOT grenade are better for stealth unit imo (increase the AT capabilities of the grenade with a temporary critical, since it was designed as AT grenade and the unit lack AT). If another grenade is given to them maybe add a smoke grenade.
Maybe lower pop to 7-6.
Lowering CP might be tricky since if one reduces their attack they might lose the ability to counter sniper but one might try CP 1 since CP 0 is way to early.
Their medic kit should either become free or changed to passive healing as other similar units.
I personally find the approach to siege mode a bit confusing.
First its confusing why Relic chose to use 2 different weapons but use a modifier for reload bonus. I guess they might had use one weapon and add the modifiers to create the siege mod but at some point decided it would be easier to use 2 weapons and modifier was left.
What I also find confusing is why someone who actually wanted to change the reload would change the modifier instead and not change the original values to 15-18 or even better get rid of the modifier completely (to make the life easier for people checking the data) and simply change the values to what he wanted.
And why would someone standardize the value of reload in tank mode but leave the value of reload in siege mode to fluctuate. I personally like some element of RNG in the results, so I am not a big fan of standardization.
...
It's nice to have a reality check once in a while, especially once you start claiming hilarious things like KV-2 having a faster attack speed than ISU when it was nerfed to 9 seconds this patch as well as comparing KV-2 ammo deflection to ISU's HE instead of AP. ....
KV-2 actually does have faster reload than ISU, with 7.5-9 (and not 9 as you claimed) while ISU-152 has 9-11.
Tank Mode: 9 (Currently in the Revamp) Siege Mode: 10/12 (Same numbers as live)
So actually the reload times are 9 for Tank mode and 7.5 to 9 for Siege mod.
Thus the KV-2 fire faster than ISU-152 that has a reload of 9-11 as I originally posted.
Does the 120 deflection damage apply to siege mode also?
Where there any other changes on weapons behavior in tank and/or siege modes like new trajectories, projectiles speeds, ballistic to explosion or other as claimed in Post 5 (other than -152mm non-sieged bypasses terrain.)?
You're the one who who spamming this threads Vipper, not me I'd say you have to take your own advice here.
I'll ask miragefla whether KV-2 was overbuffed or not originally if I see him streaming revamp patch
Do as you please.
If the Reload time for both Siege and tank MOD is the same at 9 sec and patch notes are actually a mess and the bonus in reload time for siege mod simply not there.
The fact remains that KV-2 can fire faster than ISU-152 with a reload of 9-11.
If they made a mistake with reload of siege mode it should've been mentioned in bugfixes. The only way to find whos right would be to ask miragefla now
I have no idea what they have done, and is rather difficult to check.
According to what they write in the patch notes (and how KV-2 works in live where the bonus of 0.5 applies to reload time of the tank mode/siege mode which is 11-12 for both) the bonus 0.75 should apply to value of 9 that is in the mod.
Even with reload of 9 the KV-2 fires faster than ISU-152 with reload of 9-11.