Really a good selection of changes.
The con changes seem to be odd to some degree. If someone could take some time to elaborate them further, I'd appreciate it.
Conscripts
Allow Conscripts to scale well with their upgrades
Slot items
Receive accuracy penalty of -43%
This affects all slot items, including PPSH and PTRS
PPSH:
from 0.621/0.43/0.2 to 0.947646/0.65618/0.3052 (affected by a 43% accuracy penalty)
PTRS:
Guards PTRS (affected by a 43% accuracy penalty)
Veterancy
Vet0: Conscripts receive a passive -43% accuracy penalty on equiped slot items)
Vet1: Added a Received Accuracy modifier of 0.92 (new)
Vet2: Molotov range replaced with Molotov thrown speed
Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707
Vet3: Added an accuracy modifier 1.15 (new)
Molotovs
Vet2 changed from throw range to throw time reduction (guards-grenade-level)
Cost per throw increased to 20MU
Oorah
Cost increased from 10MU to 15MU (to counteract Molotov/Conscript buffs)
Doesn't the -43% to accuracy of all slot items (including ppshs) go against the intended goal of making cons scale well with their upgrades (since ppshs and ptrs are con upgrades in most cases)? To some degree the loss in accuracy for ppshs is counteracted by the increased accuracy of the ppsh, however, it does not fully bridge this gap in effect nerfing the ppsh (~9% at close)(vet 3 restores it to the old values). Is here the rationale that the remaining mosins restore the former performance levels?
Which change does help cons to scale with their upgrades (molotovs and at nades or are here weapon upgrades meant?)?
It strikes me as odd that vet 2 now trades range for speed (which is fine) but the increased throw speed, which is tied to vet 2, warrants a price increase for both molotovs and oorah even though the molotov upgrade and the molotov itself remain unchanged. What was the rationale here? I can understand trading range for faster throwing, but the increase in both costs means in many cases one will be spending 40 munition for a molotov which still has a slow projectile speed, slow throw animation (before vet 2) and low impact damage. The overall effect decreases the attractiveness of molotovs, since they're objectively worse for their cost before vet 2.
The molotov has 3 distinct weaknesses (disregarding the teching cost):
1) slow throwing animation
2) slow projectile speed, pretty sure it's the slowest out there
3) low impact damage
Oorah also sees it's cost increased. Was there any con-cern (
) that cons would overperform with it remaining the same price? If so, I can see why this was done.