Was gonna work a bit more on OKW elite armor (thinking of adding a small aura to the vehicle commander for some reload bonuses or similar) but want to fix the ober STGs so patching now
9.11.2014 patchnotes:
Balance:
Abandon now deals destroyed engine and maingun to the vehicle so they're not usable straight off. Does not apply to special sturmtiger reload abandon.
Ostheer sniper has 8 more HP (survives one more shot against small arms, 33% increase in health against conscripts/guards, 16% against rifles)
Riegel mines can now be laid with 222 as well.
OKW base defences can not be sniped. Still vulnerable to grenades. OKW base defense penetration halved so they don't counter light tanks. Neither change applies to buildable flak emplacements.
OKW Elite Armor Heat shell duration from 20 to 25 seconds, cost from 45 to 40
OWK Elite Armor Tank Commander coordinated barrage triggerable range from 35 to 45
Bug fixes/consistency:
Ober STG upgrade works again (broke it ages ago)
Fixed Major artillery refiring at all previous locations when major hits vet2
Increased penetration priority and removed short range priority on Stuart Shell Shock to make it target mostly vehicles instead of prioritizing infantry next to it.
Made all wrecks destructable with small arms and flamers. Note: this just means you can remove the final 1% of health, armor values are unchanged.
B4, Soviet Sherman wrecks can now be salvaged.
Soviet salvage ability now works on USF mortar ht, M15, ez8, ez8 brewed, bulldozer brewed, m4a3 brewed. Modified wreck values for soviet salvage to be closer to current unit prices for values that were completely whack.
Speaking of, I just thought of something. Earlier you mentioned giving the other 3 Obers a 'heavy weapon' Kar 98, so they would be able to have high DPS spread out, but not retain it if used to recrew. But wouldn't these Kar 98's also prevent the MG 34 from being handed down, like how PTRS's prevent DP's from being handed down?
Yes, that'll happen. Thought one particular thing in slot item scripts would change that, but apparently it's a deprecated feature that doesn't do anything. So instead I could just add a lot of bonuses to the obersoldaten squad and make them use regular weapons. This will mean they turn picked up weapons into similar monstrosities as their own weapons are right now, but remanning with them will give the base weapons with no bonuses and any weapons dropped by the obers will be "normal" performance when picked up by other squad types.