are you sure, i don't see the modified down, only the 1.02
See the other cooldown bulletins I have posted, or any of the cooldown veterancies. 1.02 would mark a 2% increase in cooldown time. In other words, a cooldown of 2 would be raised to 2.04. The proper value for a 2% decrease would be 0.98.
I was scrolling through the attribute editor and noticed something.
The USF Rear Echelon Bulletin "See the World, They Said!" has the opposite effect of description, with 2% INCREASE in cooldown, as opposed to stated decrease.
Like Sander said, AAHT (as USF at least) is a good option, just remember that MG42s can shred it in a burst or two if you aren't paying attention. In this case it thusly may not be your best solution. For MG spam, then, you're going to need smoke and/or oorah/fire up and grenades. Lots of smoke. With the MG line broken as best as you can, try using your advantage in capping power as long as you can. This should hopefully allow you to rush out a medium tank, which should solve the MG issue permanently, although you will need to screen it religiously with infantry or MGs of your own so it in turn doesnt get raped by shrecks. With any luck you'll have armor supremacy for a while, however, and the shrecks arent as big an issue to mediums unless your opponent is big on mines, or backteched to a snare (pack40 or grens).
Just a small clarification here:
Panzergrenadiere had 40% bonus at vet 3 previously. Part of the Panzergrenadier buff apart from them coming earlier was to split the bonus equally to vet 2 and vet 3. The accuracy bonus is not additive, but multiplicative, making 1,167*1,2 = 1,4004 bonus in total at vet 3, which is almost equal to the 40% they got before that. It may look weird at first, but makes sense at second glance.
I had no idea that veterancy bonuses worked like that. I mean, it makes more sense than having this weird triple decimal bonus out there, but sort of challenges my existing conception of how vet works.
I thought it would multiply against the result of the stat as it exists with the previous veterancy already applied to it.
It used to be my go to squad wipe button when I had a cav rifle squad inside a WC51 because it would affect them both. WC nerf kinda took the thunder out of it.
Generally? Buy a WC or two when playing as mechanized. They are super replacable, don't even need to give them a gun. Just slap them behind your lines and use them as buff beacons! Which can mark targets and call down artillery if you need.
Yes, you will almost certainly want an MU cache to facilitate this. I also think 1v1s will struggle because maps are less unit dense in that mode.
I wasn't aware that this ability worked even if the infantry were mounted in vehicles.
I wonder if this opens new possibilities for M3 Halftrack play, even if that also suffers somewhat from the new accuracy changes. By the time Combined Arms is available, it should probably be producible.
Infantry in proximity to friendly vehicles will gain -20% Reload, +30% Accuracy, and +35% sight.
Vehicles in proximity to friendly infantry will gain +35% sight, -30% Reload, and +5 range.
Does anyone actually use this ability for USF?
At 125 munitions, it asks a lot for what it gives, which looks nice if not for the (according to the COH2 Ability guide) fact that it apparently overwrites any and all other bonuses, and it requires the player to keep his infantry alive and on the field next to his tanks, which he cannot push far without severing the dual aura (infantry are no more durable or mobile).
I was trying it a few days ago with light vehicles, but too often I need to retreat my infantry units or the vehicles in question, as there is no durability bonus, and doing this obviously removes the aura for the remaining unit. Trying it later in the game, with tanks, is even more difficult, at least in 2v2, which was the mode I was playing, because of the greater saturation of heavy weaponry on the map.
Has anyone had more success with this ability? In 1v1, maybe? I haven't really seen it used effectively except for a funny video of it being used in what I assume is a now-patched exploit:
If you have any tips or interesting experiences with this ability, please share them here, thanks.
It would also be cool if anyone knows whether this ability also works on team weapons, though I somewhat doubt that it does.
I would remove the zook off LT altogether. Give him nades without tech instead, so he's literally just a better rifle squad.
Thematically, it makes sense for an LT to be a better rifle squad. LTs were in frontline combat regularly, the other two officers not so much
His veterancy was always designed with the BAR in mind anyway; its the captain who gets the critical -15% reload vet for the bazooka. LT just gets cooldown bonuses, which are totally useless for the zook.
It's worth noting, however, that the bazooka is the only AT / even competent anti-light vehicle weapon USF has access to for going LT. The M2HB is mostly hopeless, particularly compared to the MG34/MG42 IAP ammo, due to it's sluggish rate of fire and burst duration, and the M20 takes god-tier micro or lucky 60 mun mine placement to be useful versus even a 222, much less the Luchs. The Stuart is there, I guess, but that'll put you down quite a bit of fuel.
I would personally give both the CPT and LT techless (no weapon rack) Zook/BAR upgrades, so there's some ability to choose. Or possibly even remove the BAR from Captain altogether since his utility upgrades are so good (On Me! is the best USF ability in the game, by and far).
The thing with the Scott is it has higher damage than the Pack howitzer and most other AI AOE weapons for some reason (for against vehicles, maybe???? but the penetration still sucks...), which means it can murder infantry in its AOE easier. So, I mean, I could see changing that for a better AOE profile on the Scott, maybe, something more like the Pack howitzer in radius but less damage overall.
And the pack howitzer is still fine and still fragile as can be. The only nerf I could see for it is some teardown/setup time nerf so it becomes more easy for call-in artillery to murder it, but the crew already have a 1.25 RA modifier (the only such gun crew to possess it) and bunch up closely so as to be killed easily by direct or indirect aoe options, or infiltration units. Maybe a small munitions cost for the HEAT barrage as well, since it otherwise makes the regular barrage totally pointless, being more or less a straight upgrade.
if Pfussies could get 1 shrek, people will just blob them as they would become AI +AT, but with double shrek, ther AI is a very bad. Your AT comparison takes no account of rate of fire and accuracy. Finally, according to you double PZshrek on pfussie is OP because it comes on a 280mp unit while u say its balanced on a 340mp unit. But its okay when a 200mp unit like rear echelon can equip zooks and become an AT squad or even a RM squad at 280mp can not only become an AT squad but also has a snare.
If Bazookas on RM or even RE were worth the munitions maybe this would be a valid point. For an AT weapon, however, they are exceedingly bad at tackling tanks, due to both low damage (deflection damage as well) and low penetration. On the topic of accuracy, they have worse accuracy as well. So instead you will have a unit which is useless versus both infantry and armored vehicles. For this reason, even dumping 100mun of bazookas on a 200mp RE squad is a questionable decision. Mun better spent AT-wise on mines (even the RE 80dmg stun ones) or AP ammo for the AT gun / Jackson, which must instead shoulder the AT work of the faction. For this reason most of the time you see bazookas it's the retarded LT zook upgrade, and only because it is the only AT the LT tech can get at all.
Only elite bazookas are in any way useful at the armor stage, and mostly only on recon support paratroopers, since they get to cloak and lay mines as well. Triple zook rangers can be good if you have 150 munitions to dump, I suppose. At that stage they can actually approach or possibly exceed Panzershreck effectiveness, at the cost of all AI power, of course.
And as for the AI / AT trade, I would have the single Shrek upgrade would still lock out G43s, obviously. So if you want better AI, you'd need another Pfusilier squad, just like now. The fact the AT fusiliers can keep an extra fusilier kar is far better than them having double shreks lol.