Yes and an ability that fires howitzers on enemy artillery fits the commander perfectly.
Once they fix the range problem on Counter Battery, as it only shoots out to 250. if the leFH can't shoot your base, you can't shoot it. Also, it will need a special high accuracy version to actually hit the artillery its shooting at. |
Those are basically howitzers. Treat their auto attack like a 1-shot Barrage, not as an actual auto attack. (I know you know elchino7, just in-case anyone new reads this) |
accuracy is directly tied to DPS. Its a 42% increase in DPS while moving. Do note, Brens do NOT shoot while moving, so brenned tommies don't get this bonus. If you want exact numbers... I would have to dig out the weapons report.
That's why a LOT of people have just forgone Brens. Tommies have moved to a cover-to-cover unit from a sit-and-dig-in unit, and as such needs to be able to fight on the move. Brenning any infantry cuts that dps while moving (and the Bren takes up to a whole second to start firing, a serious issue in combat). Static infantry die A LOT easier, so there needs to be a serious damage premium for doing so (LMG grens are the closest, but notice they get indirect splattered a lot).
UKF already has plenty of muni sinks, so saving on Brens really frees up other options. |
Have the modders tried turning on Collision_Land_Ignore in the settings? if the issue is ground penetration that should fix it (though a bit heavy handed, it would make the projectile agnostic to accidentally slamming into the ground. I don't know how high above the ground the "hover" is. |
ABSOLUTELY hug enemies if you can. will massively shrink the scatter. If you are on top of them, each shell will slaughter, no need for attack ground (the area box is so small that the offset is irrelevant).
Tanks already miss infantry with about 100% odds, they ONLY hit on scatter. The offset means their shells can impact the people direct or their cover. Might be worth figuring where to attack ground for most value, but I doubt attack ground has the accuracy of scattered shots... |
For UKF, I'd make the AEC and bofors mo long exclusive and fix the bofors rotation speed so it could shoot down planes. Give it a pretty big radius to do this. Nerg the snot out of it's AI and cut cost.
Ukf lacks affordable AA, so when skillplanes are called in, it feels like it has no real solution. Lendlease fixes this like so many things... |
I think the scatter area equation is slightly off... Ive got:
((distance + (1 + scatter_offset) * distance_scatter_max)^2 - (distance - (1 - scatter_offset) * distance_scatter_max)^2) * pi * (scatter_angle/360)
You missed a minus I think...
What I DON'T know, does the offset offset ALL the scatter? or just the probabilistic center? If so, higher offset weapons can be used more reliably due to shot clustering. |
Nope, snares NORMALLY deflect. they have 100 pen, except for Pfaust, which has 120/130/140. (might be ten less...). Deflection damage for all snares is 80. |
Veterancy is irrelevant for the UKF Mortar. Sticking a unit to garrison gives all the real benefits of Vet 1 and 2. It just needs lower pop cap, easier and cheaper to build and tear down, and make medics heal automatically from it. Strip a mortar from it need be, only 1 is used for the all important smoke barrage anyways.
Pop cost is the only real issue that UKF needs fixed (after mortar), but that's taking some serious work to figure WHAT needs tweaking and WHY. Tommys are 1 more than other main lines, AO is 1 more than most semi-elite troops (and all factions now basically use 4 infantry: 3 basic 1 elite/semi-elite), 2 engineers appear mandatory for UKF snare duty, that's an extra 6, but Sturms are 8 from the get go... so only 4 cost difference. Their tanks require an extra AT gun to compete with equally pop costed tanks, which costs 7. FF is costed like a Jackson but performs demonstrably worse, especially with how muni-intensive UKF is and the low odds of hitting the second Tulip at long range, but cannot be made cheaper due to timing (or it'll club P-4s). But still, not enough to draw proper balance conclusions. Churchill is pop priced more than a Panther.... I get the historic problems, just seems pricey for not-special Churchill.
No smoking gun.
Oh, and the 17 lb costs 14 vs the 10 of the Pak 44. Easy standardize (pick one), they are basically the same gun. But emplacements are really just for mid level big team games.
I need to redo the TTK of the P4 vs Crommy and Panther vs Comet. |
The threshold is 75%. All general infantry snares do 100 dmg, 80 on deflection. This means any tank with over 400 HP can eat 1 snare without engine break guaranteed. Stuarts and Luchs both have EXACTLY 400, so need a pen to engine break. Both don't have enough armor to resist pen, so will engine break (JUST BARELY, any %dmg reduction from auras etc will stop it).
Axis relies on preeeetty beefy tanks, but it takes more slapping to get to 75% on their common biggies. |