Okay, I'm not sure how many people have been through this, but certain units like the fixed assault guns, mortars, light howitzers, and the Kubel need some way to hold facing.
For the light artillery that I mentioned -81mm, 82mm, 120mm, Pack Howitzer, and LeIG- one of the most infuriating things to deal with are these units altering their facing, even in hold-fire mode, to hit a new target that just so happened to be outside of their arc when the target your aiming at disappears into the FOW. For mortars, this can get them killed as the crew is locked into positioning/rotating the tube until the animation is completed, no other order really cancels it out aside from spamming the stop/retreat command. For Pack Howitzers and LeIGs, this wastes time when you want them to direct fire at a position because they made a 180 degree turn to engage that harassing squad.
Anti-tank guns don't have this issue unless they are not deployed, but they will hold their facing when set-up which I think should apply to these other support weapons.
For the casemate TD and Assault Guns, similar idea. Maybe you want a vehicle to face a certain direction, but something pops up around a corner nearby forcing the vehicle to rotate and leaves a gap and a possible opening for an attack when you want it to be facing a specific avenue. Kuble, well, we all know how that thing can make the weirdest of turns and movement choices when you simply want it to back-up. Also, the above applies when you want it locking down a certain area only for it to restart its suppression wind-up because a squad of RE popped up just slightly out of the arc.
Not sure on the vehicles, but for the crew weapons it would be simple for them to make them not auto-acquired target and rotate on units outside of the arc. In the Attribute Editor it's a simple yes/no box that can be toggled.
Rifleman level way too fast imo.
Pathfinders are okey.. ofc if you equip them with a zooka/BAR they will level fast but yeah
Unless you're feeding troops into rifles, they vet up pretty slowly while giving a ton of xp to the other side. Grens get to vet 2 very quick vs USF compared to them fighting Cons. Veteran riflemen is a different story.
M5 worst unit? Even with Quad mount? Then again, the guy did say the Quad has mediocre DPS when it's the exact opposite with a whopping 68.8 DPS within 10m.
I don't think I know of any small-arms type weapon dealing 68.8 DPS within 10m by itself. Not squad, just the one entity alone.
I haven't faced the Quad in the current iteration of its quick timing, but the Quad mount itself is very powerful and is very good at running down squad simply due to sheer volume of fire (20 rounds per second of burst) and the high damage of each round(12).
I don't think it should be stationary like the other AA Half-tracks, but this upgrade is incredibly powerful for its timing and the T-70 only has recon mode and only thing it's going to fight better is the Luchs. I'd say its well above the old flame half-track given the platform itself is pretty good and the weapon has range. I would move the upgrade back as some have suggested. Yes, it means the Quad will not be as dominant and could have a timing issue in terms of shock value compared to its predecessor a patch ago, but it'll be a very powerful tool late game to provide AI, AA, counter-harassment and reinforce support.
Anyways, here are some numbers that show how powerful the Quad mount is, especially when it closes in. Left side is in-game metres, right is DPS at that distance.
Thats new to me, where did you find this information? I'd like to see that #cemfermered
It's very rare unless you're standing in negative cover at close-range, but each conscript rifle does deal 16 damage so they could technically one volley a model.