dont forget about this!
| squad_action_apply_ext: {
| | $REF: "sbpextensions\squad_action_apply_ext.lua";
| | actions: [
| | | apply_modifiers_action: {
| | | | $REF: "action\apply_modifiers_action.lua";
| | | | duration: 0f;
| | | | modifiers: [
| | | | | accuracy_weapon_modifier: {
| | | | | | $REF: "modifiers\accuracy_weapon_modifier.lua";
| | | | | | application_type: "apply_to_weapon";
| | | | | | exclusive: false;
| | | | | | modifier_id: "";
| | | | | | negative_tooltip: 11001736;
| | | | | | positive_tooltip: 11001737;
| | | | | | target_type_name: "hardpoint_01";
| | | | | | usage_type: "multiplication";
| | | | | | value: 0.5f;
they have a constant .5 accuracy multiplier. so when theyre in cover, they have the accuracy that is listed for their weapon, not double accuracy.
I should have checked their abilities myself, rather than rely on your spreadsheets
I'll edit the older post.
It's much more sensible now.
The fact that they have more and cheaper models also makes them LESS susceptible to splash since you lose less MP for a given grenade.
Even at 1/2 capping speed, they are still far more effective at capping than anything else in the game since travel time is more of a factor than capping speed.
They need a bigger nerf.
That might be true, but since they have lower HP per entity, it usually also means that all explosions kill all entities in 50% bigger radius, which is especially dangerous when faced with a 120 mm mortars or similar weapons.