Its still incorrect, because PTRS most certainly do NOT shoot once per second.
The timing (if delay between shots is a cooldown) might be incorrect. 260 damage output is correct, what might be incorrect is that it takes them 11 seconds to fire 5 rounds each, not 5.
But even with that my suggestion is still the same.
No, its not, not even close, because axis tanks have more then 70 armor.
Because follow the discussion please. Or you feel that nessesry to put your two words everywhere, whithout even reading in what context its being said.
Hell no on PTRS penetration buff. It would be a megabuff to Guards blobs which would clown mediums.
Guards might aswell not resive penetration buff to keep them LV+inf combatians. Penal PTRS and Guards PTRS are separate weapons anyway. But an any case, not to purpose blobing, long range penetration always can be lower, to make fighting mediums harded at max range.
I've looked at its stats and here what they are:
Damage: 14
Deflection multiplayer: 0.25
Number of shots: 5
Delay between shots: 1 second
Reload: 3 seconds
Penetration: 70\85\100
So considering penals\Guards have 2 PTRS, they theoretically can deliver 140 damage in 5 seconds if all hits are penetrated.
If I'm not looking at wrong ROF stats that is.
My point is, considering that PTRS already is able to penetrate any LVs pretty much all the time, but its quite unreliable vs tanks, why not just increase its penetration value?
Penetration is what holding its back really. If let say penetration is increased, to provide reliable damage to mediums (which tecnically can aswell benifit biting more heavier targets), it can increase its late game value.
It sure wont be as good as other inf based AT option (because of alpha striking), but at least it would be good enouth to consider it soviet inf based AT option.
In comparison rifle zook (which is the weakest in terms of penetration) has:
110\120\130 penetration.
PTRS imho easily can go for
90\110\120 penetration
On a side note, tommy boys AT rifles has deflection damage of 0.35.
There's zero effort on saving munitions and pressing a button. It should be your job to clear for any anti air defenses before calling planes, in the same way we don't complain about someone spamming mines and someone deciding not to bring a minesweeper with it or throwing an artillery barrage in the zone.
This is my opinion taking into account the 0 chance we have in a rework in how planes operates in this game.
Well abilities like CAS\IL-2 strafing runs and so on requare vision to work properly, its not just press and watch you actually have to provide vision for it, so at least there is some efford from player requared.
I'm not taking into accaunt "fire and forget" abilities like british air-supremacy\IL-2\Frag bombing. Actually funny enouth, zone air abilitites more or less quite easily conterable ones you invest into AA, while others are completly un-countarable, because they are just too fast.
I get all that hate towards air based abilities, if the are being judged from a perspective of uncounterable abilities.
As with volume of units increase due to game mode, those numbers start to rack up.
Well this is indeed true, but again so do factions. Meaning that the overall disadvantage in team games would be here only if its a team full of soviets. But even considering that, with new changes 2 soviet players would have to get AAs to pretty much get old AA results, insted of one.
Its still good investment, considering it pays for itself very quickly anyway.
I'll rather have all AA units be balanced around the old profile of the Quad M5 because the margin you have to kill a plane is rather small in order to be effective, but i know people have a different opinion on it.
While my opinion would be that planes should be balanced in a first place in terms of speed\arrivial, rather then having old Quad, which just makes your end game abilities useless with almost zero efford.
Air based abilities are just to fast in a first place.
Every AA insta kills because there is no such thing as HP for planes. Either it's a miss or a kill.
People complain about the M5 AA having to be reliable, because it's the only non doctrinal option they have. No MG upgrades on tanks nor other soft units to counter it.
Well to be competly clear here, non AA units provide a possbility of shooting down the planes. Indeed tanks with MGs are able to shoot at them, but at the end of the day its more of the bonus, which might aswell be removed.
As the matter of fact its still ends up being that if you specifically need AA counter you still have to get an proper AA unit, and ost\usf\sov have 1 deducated AA units, UKF have 2, OKW has 1 and HQ.
At the end of a day, planes dont have a HP, so other non-aa units just increasing amout of dice rolls.
Will pintle MGs counter recons before they do their job or abilities. They wont
Will ostwind\AA HTs\Centar do it. They will.
This all that matters.
Not sure if its techinally possible, but it would be cool to give quad just second weapon profile for AA.
Like make it single projectile one, with old animation, like other AA units (except centaur) and balance its accordingly.
Thing with fast shooting bullet based AA guns, is that they are just very RNG based. Lets say if flak HT for excample shoots 10 rounds with 10% chance, Quad shoots god knows how many with a 2% chance. It depens more on luck and has less consistency.
Even in Tightrope test, first time quad destoyed almost all planes, while second time it did poorly.
I love how you just put units in a vacuum and call it a day. Per model, rifles are better + nades + weapon upgrades. Get a grip with reality please.
Rifles are not better strate of the bat. Thats the whole point of penals problem. Their price of 300MP is completly justified by the timing and amount of power they get from the get go.
You cant make penals cheaper or more awaible without changing their power they start with.
The fact that they are more or less useless now, is the mere consequence of them being just too expensive for early game.
And the fact that they dont scale is the consiquence of them being almost at their full combat potential from the get go.
"Certain ppl" proposing buffs for penals on top of their current perfomance, which is just absurd, considering that we already had whole new penal meta and we know how it ended.
There needs to be more clearification of what ppl realy want to penals.
Is AT perfomance is poor for later game, and it needs to be buffed.
Is AI perfomance is bad and needs to be buffed.
Penals as they are, are great early game to mid game. Maindraw backs on them, being tech\cost, which is holding them back because map controll suffers. But they cant keep their power as it is right now, from the get go and resive any major cost reduction.
I would honestly love them to start with 3 mosins and 3 svts, and mosins doesnt have to be clone of cons mosins.
Later they can resive addition 3 svts which will be more powerfull then it is right now, to provide better scaling.
As for PTRS, maybe just consider giving them 4 PTRS.
Idea would be:
1) They are cheaper, start with 3 mosins 3 SVTs
2) AT upgrade arriving as it is right now, with 2 PTRS
3) Lets say upon T3 build, you gain an ability to give additional 3 SVTs to non PTRS squads, for free. Over-all perfomance of them should be better then it is right now. Maybe some stats buffs with it. Locks out PTRS upgrade
4) For squads with PTRS upgraded, you gain an option to give additional 2 PTRS for free.
While sure PTRS is not as cool as piats\shrecks\zooks they are still fine at biting HP out of tanks, the only problem with it is that they have to massed. With 4 PTRS option, you would have an dedicated AT squad and 2 of them would be 8 PTRS which will be very significant.