Alright, I'm not sure if the SwS can be abandoned.
I sacrificed 59 trucks into PaKs now, all were completely destroyed. Chance for not seeing an abandon naturally ~5%.
Even if we deduct some trucks due to overkills (I drove them into groups of 2 ATGs each, so in some instances a truck that would abandon might have gotten the destruction shot in quick succession) and calculate with 50 trucks, the chance goes up to about 8%.
So yes, there is a chance this was all normal. But based on this I really doubt it is the case.
If you want to cause critical to vehicles use weapon that do little damage and not Packs since the more hit the more chance and some criticals (abandon also if I remember correctly) need a specific HP threshold. That is an added bonus of PTRS/Boys...
Yeah that confused me. They originally dropped it by 10 but decided that was too much. Might as well just kept it the same
If they buff Maxim they could definitely go above 20 if needed
The whole processes is confusing:
In other words we are buffing Penal because they are AI only then we decide to keep their AI but also give them AT and AT snares (and we also decide that normal satchel should also cause Engine damage) and now we decided that one Penal sound remain buffed but now they should also be able to back tech to T2...
So that there is even less reason to use M-42, Guards, 120mm mortars, Dhsk, Su-76, so that in end, naturally these units will buffed because no one is using them....
(note also that satchel become a sticky snare then the sticky part was removed but the engine damage part stayed and that AT satchel got more AOE and more friendly damage and thus now if one has his vehicle stick with a satchel charge he should drive his vehicle on Penal battalions for revenge)
...
Yeah I'd be good with that. They only just recently reduced it's fuel cost anyway right?
For some strange and bizarre reason yea:
Support Weapon Kampaneya
The cost of the structure has been reduced to improve its pick rate over the Special Rifle Command as a starting building, and make back-teching for team weapons slightly cheaper.
Fuel cost from 20 to 15
Oh wow. That's really special.
However I think the current 'don't move while in camo' comes from the idea that the Rak should be able to rotate while in Camo. If a playrr had to click it there would also be small kateral movements which would break it.
That was afaik the reasoning behind this, not sure what costs less micro and provides more overall benefits though.
Actually there is little reason that there 2 different "camo" mechanism for ATGs...
Actually I would test increasing the fuel cost and time of T2 so that maxim is delayed and thus it can not be spammed...
That would actually make some room for Su-76 in T1 builds.
Soviet where originally designed to have 2 building and currently they can build all four and that creates issues with their units overlapping both doctrinal and stock.
What about passive vet when stationary at vet 1? Fixes most of the issues. Only thing is rotating counts as moving... but that would be minor compared to the benifits
There many different solutions and being passive is one of them, the point is the current is not player friendly
Yeah, I don't understand why it acts the way it does currently either. It is very annoying if you click a move or attack order on a RW in a heated battle and they just stand still and do nothing because unlike any other camouflaged unit you need to turn cloak off first. Very weird and unintuitive.
The extra issue is that it "remembers" the move order so if for any reason it gets detected it starts moving...