I honestly didn't know this, just tested it. Attack move on weapon does indeed make the Panther shots connect. I guess even after 500 hours there's still things to learn.
I suppose that solves it. Still, it's weird that the attack ground doesn't work on the Panther while it does on most (if not all) other tanks.
For some reason the (OKW) Panther is terrible at destroying uncrewed support weapons such as ATGs using attack ground. It just misses 9 out of 10 shots, even up close. I thought maybe it had something to do with the gun having very small AOE damage, but the Stug doesn't have the same problem.
It's pretty annoying and I can't see how this could be a feature. Would love to see a fix.
Fusiliers are much better at long range while being about the same at short to mid range (G43 have the same DPS on all ranges). 6 men make them a bit more durable. The vet1 flares are extremely useful to scout for info/arty/tanks.
Also they can pick up up to two dropped weapons (besides the Gew43s) which turns them into terminator squads. Vetted Fusies with one or two LMGs are insanely powerful.
1- Should all Pfaust be snare or should pfaust be always a snare. Gren having Pfaust is important early game vs M3 or Bren, but should it be a snare?
Could we imagine they just deal damage early game and then require an upgrade to snare.
Personally I think the whole snare mechanic (for all inf AT) is rather cheesy and I would prefer them doing a small crew stun (and perhaps a bit more damage) instead of engine damage.
This would promote combined arms and flanking play while being much less annoying (especially running into lone squads).
Pgrens would lose a lot if they couldn't fire at infantry. In the end they keep 2 of their stgs, so double AT squad is equivalent of a single AI one dps wise at full health. I'm pretty sure piat IS, zooked riflemen and shrecked sturmpios would be hurt a lot as well. Especially when you consider that you can use weapon rack to get one AI and one AT upgrade for same squad.
Also, even if they managed to change targetting of a single model handling AT weapon, as oppose to whole squad, another problems arise. Handheld at weapons are very useful at destroying cover in infantry engagements. There are also some weapons that are both AT and AI, like guard PTRS. Should it fire only at vehicles, it would take a bunch of AI dps off guard squad.
I didn't suggest they couldn't ever fire AT at infantry. I suggested they would hold fire (on inf) on default and players could attack click on enemy squads to make them fire the AT weapon.
Basically just like the way vehicle only fire works on ATG/armor but being default instead of an option. This way it would still work in garrisons.
and there were issues with the command turning off in garrisons/vehicles and thus not solving the target problem (like firing out of a halftrack). Correct me if im wrong.
Sounds very plausible because the Raketten's target vehicle command is also ignored once it enters a garrison. I'd suggest infantry AT weapons not targeting infantry at all, unless ordered manually. But I suppose they already considered something like that then.
Every faction except OKW also has healing at T0 and doesn't have to make a strategical teching choice in order to heal their units. It doesn't make sense OKW has to make this choice on top of it being incredibly more expensive than all the other factions. At the very least medics on the T1 HQ should come free of charge.