It is a consequence of its lower than normal scatter distance and its narrow scatter angle. They "miss" the infantry but their shot still lands very close to them. It has a rather small explosion radius so it really should never hit more than one guy but it still happens that it kills 2 men, which takes the PGrens out of the battle and is pretty cost intensive to reinforce.
The devs talked about having a scatter multiplier for moving tanks on the test server. When they release it, I think it'll fix some of the problems. It'll surely still hit from time to time but it'll probably happen less often.
If there are shot blockers you can put your PGrens behind, you can protect them as well. Most green cover works but some fences and even uneven terrain can help. |
Which stream are we talking about? Is there a recording?
Because I can't remember which one that is, so I either didn't watch it closely enough or haven't seen it at all. |
What about increasing the crew size with 1~2 men that stand outside the sandbags? Because they don't receive the cover, they'd die to small arms fire very easily and it makes the Pak43 more resilient to lucky tank hits and precision strikes.
The Pak43 also didn't receive the buff to support weapons in which they increased the crew size for nearly everything else. Kill 2 men and the thing is decrewed.
The 3 crew men are often bunched up extremely closely together, making them basically insta-kill by a precision strike from a mortar. I'm fine with things like a Katyusha, an off-map artillery barrage, normal mortar barrages or a heavy artillery piece destroying or decrewing it but lucky tank hits and precision strikes currently feel a bit too good against it. |
Not sure if AP ammo actually cancels infantry armor.
It does. There is no difference between vehicle armor and infantry armor (1-2.25~). Vehicle armor is just a lot higher (~8-300) and small arms tend to have a very low penetration (1).
So an increase to 9 or 10 penetration means the HMG gets to ignore the armor of infantry completely. This results in a 50% damage increase vs. Grenadiers/Panzergrenadiers. It even ignores the bonus armor Grenadiers get at veterancy 3. |
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Incendiary bombing run feels very inaccurate but that is something also happening to other incendiary attacks... I don't think it is really good, the munitions can be spent on LMG42s or Stuka dive bomb instead. |
From the little testing I did, plain Irregulars aren't worth it. However, I have just the free commander that can only call in Irregulars and not Partisans, and only the LMG variants. Therefore, I won't be able to comment on those.
They seem to come with either a LMG42 + 3 Kar98 or with 2 DP-LMGs + 2 Mosin Nagants. In theory they could offer some very interesting variety but the LMG-squads need a little buffing. Currently, they are a bit like Grenadier-squads light, as in that they are simply worse in every aspect.
Inadequacies:
Squad count: 4 men (or women). I think they are designed to be the counter-part to Osttruppen (6-men squad in a faction of 4-men squads <-> 4-men squad in a faction of 6-men squads) and this is actually a good idea but this also makes them squishier than Conscripts.
Armor: 1 armor is the same as Conscripts have but Conscripts have a higher squad count. Now, I don't think buffing them to 1.5 would be sensible, after all they are just irregular troops.
30 MP reinforcement cost. While higher reinforcement costs promote the use of Merge, the other factors above combined with this make them uninteresting.
Their weapons: From what I can tell by looking at the stats, their versions of weapons (except the AT weapons) seem to be generally weaker than the original versions. This makes sense (scavenged weapons, limited ammo, worse maintained) but further decreases their usefulness. Of course their weapons don't cost munitions so they shouldn't be as good as the original LMG42/DP-LMG.
So to sum this up, their survivability, cost and squad DPS is too low.
How to fix this? I really don't know. To be honest, I think Soviets already have enough call-in infantry and call-in support weapons. Upgraded Guards Rifles for example come with 1.5 armor, 2 DP-LMGs and 2 Mosin Nagant (+2 AT rifles), have the same reinforcement cost and a higher squad count. For pure anti infantry duties there are Shock Troopers.
For LMG-Irregulars to be special instead of just weaker options to other units, they'd need a niche that they currently don't have and that I don't really see open anywhere.
As for the Partisans (remember I can't play them):
Spawning behind enemy lines is very interesting and gives them their own little niche, for sure.
However, handing them that amount of AT prowess (even if I haven't seen it ingame yet) sounds like a horrible idea. For Partisans, a form of (slow building) mine, detonation charge or IED would have been a more interesting option instead.
Burrying a primed AT grenade sounds a lot more like Partisan tactics to me than toting around several heavy AT rifles or Panzerschrecks. Partisans would probably have been lucky to have even one of those (and enough ammo for them) between several squads. |
Tank traps have 35 armor (= pretty much immune to small arms but vulnerable to everything else) and 250 hitpoints. 250 hitpoints are 2 hits from a Pz4/Stug/AT gun/Su-85 or 3 hits from a T-34/Panzerschreck (actually 2 hits and then a little more).
Remember that you normally have to destroy at least 2 to fit through and not each of your shots will hit them, so it will take a while for your opponent to break through.
In any case, nearly no units actually 1-shot those things. If you find your tank traps to be destroyed that easily you maybe didn't finish them (ghost tank traps?).
I prefer tank traps that can be dealt with within reasonably over tank traps that are pretty much indestructible. This way it can still delay the enemy tanks, allowing you to reposition your AT units and thwart his plans by delaying flanks.
If tank traps were to be tougher, they'd need to cost resources. Be careful what you wish for. |
This is not the case, at least from the game files: The Pak43 has ""ignore_shot_blocking": true," whereas this value is set to false for the Sokolov.
However, there are certain objects like that big hay pile on Langreskaya that can be fired through although it looks like you can't.
It is still very good, though. Around twice the dps of the other HMGs and around 1.5 times of the Maxim's suppression. I really like that commander although I think the mines are too good. I don't think the Sokolov is a big problem but might turn into one on certain maps or when there are too many but to judge whether this is the case, they'll have to fix other things first. |
What I'd like to see is a slight build time reduction for them. Build time is determined by cost but compared to all those call-ins and T70s, its normal build time feels so long. Its long travel time until it can actually do anything adds to that so I think a ~25% decrease of build time would be good.
Other than that, I don't really think the current game version is the right environment to change something about the AT guns' actual combat power.
Remember that recent changes have already made them a lot more accurate. They really aren't that bad when they actually get something in front of the barrel. |