I wonder what the actual performance difference between Volksgrenadiers and Panzerfusiliers is.
Volk kars do 12 damage vs Pfusi's 10 damage, but that also means Volksgrenadiers waste some of their damage (7*12 = 84.)
Pfusi veterancy is also slightly better with 40% extra accuracy vs 30% extra accuracy (other combat bonusses being the same). Do unupgraded vet 5 Panzerfusiliers beat unupgraded vet 5 Volksgrenadiers? If so, at what ranges?
I have a question about tactical advance/movement for both stormtroopers and paras:
The stormtrooper one says they gain 150% burst length while moving (implying they don't get it while stationary?)
This is true, the burst length modifier requires them to be moving. They still have 50% accuracy more accuracy while stationary tho (which always applies as long as the ability is active).
The handbrake function on all the other halftracks is implemented as follows (iirc):
- For each halftrack, there's an invisible non-damaging gun. The sole purpose of that gun is to make the halftrack rotate to the destination if you are attacking the enemy.
- The handbrake is basically a hold-fire on the invisible weapon, to prevent the halftrack from turning involuntarily.
Thank you for the information, always interested to know more about the inner mechanics of this game. Do other types of vehicles work with an invisible gun like this (like turrets in tanks)?
The 250 halftracks were given 360-degree invisible weapons, since they normally don't have any normal weapons mounted on them; hence there is no reason to have handbrake on them. That is, unless somebody added an LMG-weapon upgrade on them and forgot to implement the handbrake for them.
Then yes, somebody should tell Relic to fix it
This did happen, 250's are now armed and dangerous.
The handbrake wasn't actually forgotten, but only the 250 for the revamped Infantry Doctrine got it, not the 250's that were already in other doctrines.
This might be possible to do, but I'm not 100% sure.
I was toying with allowing snipers to mount m3 halftracks again, but disabling their fire while they are mounted, and this seemed to work (i.e., no firing while they're mounted). With some complicated logic with slot_items and what-was-it-called-passenger-actions, it might be possible to have a hold fire that affects passengers; or it might not be possible. I can't say for sure!
That gives some hope atleast, anything is better than what we have now (i.e. manipulating sight blockers and weapon range to have some control over who the squad inside fires at).
Both of those are amazing ideas, but they looked impossible to implement. Something about how garrisoning worked - something.
Some halftracks have a hold fire mode, would it be possible for hold fire to affect the units inside too? It would be a crude way of controlling who the squad inside will shoot at (disable hold fire when a vehicle shows up or you're close to a sniper), but better than nothing.
Last time I checked, many months ago, there -was- a handbrake mode for halftracks. You click it, and the halftrack stops rotating to face the enemy. Or at least it works that way most of the time.
For best results, you hit stop, and the toggle should be obeyed.
Thank you for letting me know, I've reported it as a bug. Apparently the Mech Assault and German Mech 250 didn't receive a handbrake like other halftracks.
Iirc the demo is 45 mu, so you think an elite squad behind the lines should take 90-135 mu and something like a minute with cooldown and planting to destroy the emplacement? I'm fairly certain you could drag an AT gun in and kill it quicker...
I think ddd's post is sarcastic, you wouldn't notice without checking playercard + post history tho.