I don't know, which icon balance team choose for panzergrenadiers mark target abillity, due to technical issues with mod. But i would like to suggest this variant from gamefiles:
My bad, to not re-using OKWish icon from Sturm Officer, i found in the gamefiles this "ost" variant
P.S. I made a muddle of 17-pounder and jagtiger icons. Jagdtiger using correct icon, but 17-pounder not. See the first post.
I don't know, which icon balance team choose for panzergrenadiers mark target abillity, due to technical issues with mod. But i would like to suggest this variant from gamefiles:
Urban Defense Units KV-2
Apart from fact that this unit is not good for the commander as I have explained the changes made to unit are also in the wrong direction.
KV-2
In reality the KV-2 was more of self propelled gun providing indirect fire and although the gun of the same caliber as the ISU it was the M-10 and not ML-20 and was inferior. The unit become obsolete as soon 75mm gun become available to the German and it was a far less successful design than the ISU-152.
In game the unit has several difference from ISU-152. The idea of modeling the KV-2's after ISU-152 is problematic for a number of reason.
Comments:
Bugs:
The unit still gets a red icon over it while switching modes indicating a penalty although those have been removed.
(?)The uni does not have an option to attack vehicles in siege mode only to attack ground.
The idea of giving the same AOE profile as the ISU-152 is bad for number of reason. ISU HE munition have very low penetration and the chance to do AOE damage to tank is very low. KV-2 with an AOE 6 combined with the lower scatter be able do AOE damage to tanks far more often.
In addition KV-2 get 120!!! deflection damage when ISU-152 get half that, the value is simply way to high.
Further more KV-2 can fire behind shot blockers, has lower reload and has a turret that allow to better track enemy targets.
Finally KV-2 has increased range with veterancy to 80 which even longer than the Elephant.
When comparing the 2 units ISU is more difficult to use since it requires open space and can be flanked (although its rear armor is a bit high at 155) while KV-2 is easier to use and much harder to flank with 180!!! rear armor and a turret.
If one really wanted to follow the ISU-152 solution one would give the unit two types of munition maybe general purpose munition for tank mode and HE for siege mode.
The idea behind the vision penalty was that the commander would go into the tank to help with reload and thus the animation. Although the 0 vision in siege mod is wrong one could make use of the idea and animation with either making the penalty smaller (20?) or having the commander as an upgrade or vet bonus.
Replacing the vet 1 bonus is a good idea but "inspiration" is badly designed ability that promotes blobbing and allow PTRS Penal to protect the Tank very effectively. CD increases PTRS DPS vs Vehicles allot and sprint allow easier use of satchel charges.
The damage reduction at vet 3 is simply over the TOP, I am not sure why some many units are given that ability. Having a deadly 300/180 armor unit with effectively 1300 HP makes little sense.
Suggestions:
The unit in siege mode has a minimum range of 25 that is apparent to users especially since they cannot manually target enemy unit and can only fire on the ground. Maybe reduce that minimum range to 15? and/or give some indicator of that limitation.
Lower the rear armor value of the unit 180 is simply way to high for the unit
If the unit need more armor or HP that should come via veterancy since mobility should not included as vet bonus for this unit.
If the unit need addition firepower that again should come with veterancy.
Instead of trying to replicated the ISU-152 and creating another Soviet super heavy, reduce CP and price to lower level even than IS-2 and balance the unit accordingly.
Alternatively redesign the unit so that once is siege mod can fire a 3 shell barrage or give switchable munition to the unit similar to the Sherman (maybe for tank and siege mode).
I want to add, that tank-commander need to go. Before it was to recognise on/off sight. Now, when there is no sight penalty, no need in this guy. Also, i want to remind about idea to change it's siege indication on green brace padlock, like handbrake was made (small green shield near unit's shielsymbol)
Do they actually carry and use a garland in combat or is it only when they launch rifle smoke? Because if it’s the latter it’s only a visual problem, and there are already similarly problematic details with rifle smoke, as officers will frequently shoot smoke out of m1 carbines or BARs just because they’re carrying them in the squad. Now I wonder if the major will shoot rifle smoke out of his 1911 if he’s the last one in the squad XD
Only for smoke grenade. I won‘t say anything, if cavalrly riflemen have Garand as a weapon. Cap and Leut have Garands in the their squads, so nothing strange. What about major...well... it can be solved in two ways:
1. Change Carbines on Garands. With same stats if you worry this change makes him OP
2. Remove this abillity for major
Why?
Its called smoke rifle nade.
Its got much more range then hand thrown nades, because its being shot from a rifle.
You think sarcasm is a good way to deny my statement, don't you?
I am talking about cavarly riflemen, normal riflemen don't have smoke grenade for a long time.
It's not ok, when sqaud with only SMG (5 grease guns and upgrade with 2 thompsons) as weapon carring extra rifle just for smoke grenade.
If the range of grenade is a thing, than they need a new abillity, which fully repeat rifle smoke grenade, but with animation of normal grenade.
Their abillity not mentioned on units bar. According to Abillity guide:
User: Does this aura/ability apply to my team-mates unit?
Look here on your UI. If you see the ability icon on top left corner of this portrait then the modifiers are applying to that unit. If you don't see it, then they are not applying
Now let's looks on this debuffed unit:
Also, here is better icon for abillity from gamefiles