Since Piat where not used in Koth tournament (or not extensively)one can not evaluate their impact from data in there.
Imo you probably need more data on the performance of Piats before going ahead with change. My point here is that imo the change at this point will cause more problem than it will solve. I might be wrong but that can only be verified from more testing.
After 3 months of testing and adjusting PIATs, I am not aware of a single issue that has risen up, where PIATs have caused, or threatened to cause an issue.
I am aware you are going to say "But M5 conscripts". Well guess what; M5 conscripts are even more powerful in the live version. This is just something that people don't know how to abuse. The issue with vickers-k/PIAT drops will be trivially solved when slot item performance becomes normalized to the squad that picks them up.
If PIAT changes will be the accelerator that speeds up the process of correcting this consistency error,
then so be it.
If fixing light-vehicle abuse-meta makes it so that OP commanders become painfully obvious and then fixed,
then so be it.
If adjusting allied infantry to OST infantry standards and Panzerfussilier blobs, with their outlier stats start drowning everything,
so be it.
In the next patch, the community will pick those items up, and those items will be addressed. The end result is a game that converges to a more playable state faster.
Relic gives us a very tiny window of what we are allowed to touch, and I think we should reap that ability to the maximum. With those changes, we consider early-game strategic choices actually meaningful now, and the early game kinda more balanced as a result. Late-game has always been, and will always be problematic when the game insists on harbouring factions that outscale other factions,
by design.
On the other hand, I am extremely painfully aware:
- That regardless of PIATs, UKF will have an easier game (mainly due to light vehicle nerfs and sniper kill-ability)
- live-version PIATs are insanely, extremely OP in the late-game. UKF needs no help in the late-game
If 3 months of testing in a well-advertised mod is not enough, then how many months of testing should we, objectively, aim for? Ideally for future patches, we should be aiming for a shorter testing phase, not a longer one.