snip
Still, you are missing the point by a MILE. 60mm mortar which was tested on preview had specific set of stats. When they moved up to 81mm model and release, the stats where completely different. BUGFIXING didn't account for these.
You are really dense. PREVIEW mortar =/= Release mortar. Is that hard to grasp? Bugfixing was just bugfixing.
Guards: reminder that we were talking as if current Guards were STRONGER than pre rework PTRS Penal Guards.
Can't you simple accept that you are wrong, for once ? I can open a poll showing up the stats of Guards pre rework and the current status and i don't think ANYONE will agree that the end result makes Guards stronger or that they were buffed. If you mix changes and the end result is a nerf, the unit is simple nerfed.
Old Guard vs Current Guards
330mp vs 360mp
Triple vet gaining through PTRS vs AT units in general receiving less vet.
Deflection dmg 13 vs dmg 10
PTRS damage vs infantry remained the same. -7 dmg nerf and later +7dmg buff.
Vet0 RA 1.0 vs 0.97
Vet 2 accuracy bonus reduced from 1.3 to 1.14
Vet 2 received accuracy bonus decreased from 0.83 to 0.88
Vet 3 now grants a further 1.14 accuracy (1.3 total)
Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been reduced from 0.6391 to 0.66. (with the latest change it went to 0.6402)
This means that it takes longer to get stronger Guards instead of just hitting vet 2, which again is further delayed by the AT xp gaining changes.
RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
* AOE far damage reduced from 0.5 to 0.25 (Same as MK2)
* Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay). Later this change was reverted.
* Munitions cost reduced from 45 to 35. Later to 30
Up to debate, but if say we nerf the damage from bundles nades and we make them cheaper. Is that a nerf or a buff.
Question: doesn't this mean that grenades deal way less dmg to garrison unit (one of the main purposes of nades).
Pop 8 vs 9
They did not get tripwire flares ON TOP of getting HTD Guard version. While it's 1000% more sane to have a different ability, tripwire were OP at the time we are talking about Guards.
Tripwire flare: 80dmg, multihitting entities, wiping squad getting outside buildings.
So, let's make a TL;DR version for people who don't want to look at numbers.
They are more expensive, they have a higher popcap, they deal less deflection dmg on PTRS, they gain 1/3 of the XP they used to gain with their PTRS, they have a weaker grenade but it's cheaper (one of the main attractives of Guards is that they had "semi nuke nades"), they start with 0.97 RA but they receive WAY less RA and accuracy buffs at vet 2. At vet 3 the overall RA is despreciable lower.
They replaced an overpowered recon + nuking model or squad ability with a proper (tematic or at least better flavour wise) skill which has counterplay.
The weapon cd DPS calculation is a mess because you'll have to calculate it towards PTRS/DP/Mosin but i'll take for granted that it's for DPs Guards (cause bolt action benefit way less from cd if memory serves right).
I could care less about what type of tag you want to put to a unit. Are new Guard stronger than old Guards ?
If you really think so, i guess i'm not gonna waste more time in this discussion.