Irregular troops were often Soviet Soldiers that were abandoned when the Soviets retreated or were overrun, so them being decent at combat wasn't actually a bad thing. That's why old Irregulars were the best, rather than new ones that could barely fight Construction Pioneers.
Default irregulars have guard mosin nagants (40% higher dps than conscript nagants) and massively shitty LMGs. Now they're fairly close to conscript nagants (as I still left the guard nagants on them but they got a -25% nerf) but their LMGs actually do something. They made no sense before. Atleast now they're consistent. And they should be better anyway as more of their DPS is concentrated on a single weapon so losing models decreases performance less.
Huh, I didn't realise the barrel was removed in the example I posted, I thought it was just internal.
Apparently, Relic did too
It has no effects or audio associated with it, whether or not the vehicle actually had one in real life doesn't really matter here as it most certainly does not exist in the ingame model.
Also what about this for Blitzkrieg?
In combat checks are notoriously inaccurate, and I have an issue in general with having a Heavy move around the battlefield like an F1. |
#7
Quality of life:
Updated turn plans on all vehicles.
Should result in somewhat less pivoting for everything but especially turreted vehicles, no more 360noscope turns, movement choices slightly personalized for the vehicle type (USF AA HT and Kubel have their own plans, other vehicles are split between light, halftrack, light tank, assault gun and tank)
Added extra audiolines for the following things: infrared MP44 (selection, movement, attack), sdkfz251 flamer upgrade (selection, movement, enemy killed), USF infantry equipped with atleast one BAR(attack), added female drivers for SU76, Sturmtiger(under attack), HMG34 vet1 ability
Flameht: changed squad description on flamethrower upgrade to be more accurate
Added a Hold Position toggle for Kubel for disabling movement instantly. Helps maintain the suppression buff on the gun by stopping the Kubel from doing small turns to track enemy units that are still in the cone.
Balance changes:
Reduced distance from construction unit for trenches, sandbags and tanktraps to become solid to 0(5). Does not seem to apply properly to WG/USF(both use same one) sandbags, might have something to do with their multistage build.
Removed 90 radius camouflage detection on soviet mark target plane, it should not be a full fledged recon plane.
Reduced P47 rocket strafe plane vision, it should not be a recon ability (still gives decent vision though...)
ML-20, LEFH vet3 now gives +33% range to precision/counterbarrage similar to mortar vet changes in february patch
Brummbar 150mm cannon aoe damage multipliers increased from 1/0.15/0.05 to 1/0.2/0.1 (more damage on near hits). Brummbar Bunker Buster damage increased to 240(160), BB scatter reduced (was notably higher than regular shot for some reason).
.50 cal and DSHK penetration increased from 1/2/3 (.50 cal) and 1.5/2/2.5 (dshk) to 1.5/3/4.5
Removed Blitzkrieg from Tiger 1, now gains Target Weak Point. Increased speed max to 4.8(4.6). Changes also apply to Tiger ace, removed +2 pop cost over normal Tiger and reduced fuel penalty to 80%(90%) to compensate for loss of Blitzkrieg.
Removed Combat Blitz from King Tiger, now gains Spearhead at vet1. Speed max increased by 0.2. Increased King Tiger gun scatter to match scatter on Tiger I and Spearhead version of the KT gun (4 --> 7.5). Reduced AOE mid on KT gun to match Spearhead version (0.35 --> 0.3).
Spearhead now only forces 1 reload instead of 2 when activating. Removed vehicle rotation speed decrease from ability. Switched suppression to hull MG instead of invisible coaxial MG. Spearhead gives an additional +10 range to main gun at vet3 like IS2 and Tiger 1 vet2 veterancy.
Moved USF and OKW mortar to HQ, both are unlocked after one building has been built. Will place them back into a structure if I add more units later, but it seemed silly to have them just make one tier better for now.
Swapped Irregular LMG42 and DP28 to full power ones (100% higher DPS). Changed their squad base accuracy bonus from +15% to -10% represent lack of training and balance out squad DPS. Overall DPS of irregulars is increased at long and reduced at short, focusing them more as a long range squad. Weapons dropped by irregulars will now be full power on other infantry squads, unlike previously when they were so weak that picking up a dp-28 dropped by these guys reduced grenadier DPS at all but max range. Also applies to partisan LMG42 upgrade.
Added hold fire to jaeger light infantry, fallschirmjagers, jagdpiv as they had camo but no option to hold fire previously. Not checking for vet so they get hold fire before camo.
Bugfixes:
(balance/bug) Removed invisible coaxial MG34 from King Tiger.
Fixed ostheer mortar team smoke barrage weapon's lack of rotation values.
Removed the antenna spam from OKW medic truck.
Repairing removes Loader Injured critical icon (effect itself already was on a 10 second timer so purely graphical)
Future changes:
Might end up removing the minor speed buff to Tigers and nerf IS2 speed instead to balance it out, as other heavies are in the same range as the tiger original values.
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