Let me help: here are all the changes to Penals since 2013
JULY 20TH 2013
Rapid Conscription
• Maximum replaced squads from 6 to 2
• Duration from 30s to 120s
• Recharge time from 90s to 180s
• Cost from 200 MU to 160 MU
• Ability now replaces lost squads with Conscripts rather than Penal Battalions
• Updated tooltip to better reflect ability functionality
SEPTEMBER 10TH 2013
Penal Battalion Flamethrower
• Fire aim time max from 1 to 0.5
• Fire aim time min from 1 to 0.125
• Post firing aim time from 1.5 to 0.5
• Ready aim time max from 1.5 to 0.125
• Ready aim time min from 1.5 to 0.125
• Suppressed reload multiplier from 1 to 2
• Horizontal tracking speed from 90 to 45
Penal Troops Rifle:
• Damage from 14.9 to 16
• Near Accuracy from 50 to 47%
• Far Accuracy from 28 to 26%
Torched (Penal Battalion) from 3% health and 2% damage to 3% accuracy
NOVEMBER 12TH 2013
Penal Battalion
Veterancy 2
Gains Oorah
-20% Cooldown
+30% Accuracy
Veterancy 3
+30% Accuracy
+30% Armor
MARCH 6TH 2014
Penal Battalion
Cost from 360 MP to 270 MP
Population from 9 to 7
MARCH 28TH 2014
Penal
Corrected weapon profile to properly scale with unit cost
Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
JUNE 21ST 2016
Penal Battalion
Developer Comments: Due to the lack of anti-tank in the Special Rifle Command, we are giving Penal Battalions a more focused roll as a dedicated anti-infantry unit.
SVT accuracy to .7/.65/.45
SVT damage from 8 to 10.
Cooldowns and aim-times adjusted.
Squad cost increased to 300 manpower from 270 manpower.
Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.
MARCH 28TH 2017
Penals
The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer upgrade made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very limited avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked.
Popcap cost increased from 7 to 8
Penal Veterancy 3 received accuracy from 0.77 to 0.85
Veterancy 3 reduces cost of satchel charges from 45 munitions to 35 munitions.
No longer gains access to the Oorah ability.
No longer have access to the flamethrower upgrade
Now gain access to a (2x) PTRS upgrade
PTRS x2 upgrade
* Cost 60 Munitions
* Same damage as Guards PTRS (refer to Guards changes)
* Accuracy lowered from 0.69/0.575/0.253 to 0.15/0.105/0.06
* Has 0.33 drop-rate
Satchel charges
Penal satchel charges can now also behave as vehicle snares:
Damage vs vehicles reduced to 240 (same as AT satchel)
Friendly fire multiplier increased from 25% to 50%
Causes engine snare on targets with 75% HP or lower (after the damage is applied)
Satchel will stick to vehicles if it hits them on its trajectory to the target
Satchels can be targeted directly on enemy vehicles. However, the throw will abort if, at any time, the target leaves the range of the ability (unlike other snare abilities that will fire regardless)
APRIL 25TH 2017
Penal Battalions - Satchel Ability
To prevent unintended behavior, as well as to assist with targeting the ability, we are splitting the functionality of the Penal Satchel ability into two separate abilities. Note that both abilities launch precisely the same projectile with respect to damage and critical effects. The two abilities only behave differently with respect to targeting.
(Manual version)
* This ability targets a location on the ground.
* If the satchel collides with a vehicle, the satchel will stick to the vehicle
(Targeted version)
* This ability can only be targeted on enemy vehicles
* If the vehicle remains within range while the ability is casting, the satchel will home-in on the enemy vehicle
DECEMBER 19 2017
Penal Battalions
Penal Battalions are losing their Anti-tank "sticky" satchel on squads not upgraded with the PTRS package to increase the number of counters that can be fielded and to create a stronger trade-off between anti-infantry and anti-tank. The unit will also now take longer to reach its full potential through veterancy to match their combat performance.
Reinforce cost from 25 to 27
Moving cooldown from 0.5 to 0.75
Veterancy requirements from 540/1080/2160 to 640/1280/2560
Anti-Vehicle Satchel now requires PTRS upgrade
Anti-Vehicle Satchel will always throw once the animation begins
Anti-vehicle Satchel damage against friendly infantry reduced
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