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Also, this isn't some earth-shattering change to the meta. The "MG minimum range" mechanic also existed in SD: Normandy, and people didn't mind it then.
BUT, Eugen will allow hellcats to be 50pts and pz3 to be 30 lol
In terms of ‘realism’ (if that’s an issue) just view it as the squad preparing to shift locations so the guns are temporarily unavailable. If someone was running at me with smgs I’d prefer a less cumbersome weapon once they get up close.
I’m excited to see how this changes things up. I’m unsure what guns need to remain stationary to fire though?
Once tested, you'll realize that ingame, 100m almost see units on top of one another.
A small question regarding that tho
is there anyway to modify the LOS tool in game to display 100m as 60m (So it's more true to scale)?
I found the LOS tool file but can't modify the text it displays, only the range.
Agreed- Very Clear & Straight to the Point Dasa.
And no one remembers that USSR also had automatic rifle - AVT-40...
For autocannons, the story is different: They should kill infantry fast, despite in the reality of WW2, those hand turned automatic guns hadnt this fast circle rate back then, so that inf could try to run out of the fire cone to avoid heavy casualties quite often in engagements if not ambushed.
It was possible, common and done frequently. Sadly, we cant do that in our game as you surely know, running and moving around is no valid way to avoid fire or raise evasion in SD2 atm :-(
Against tanks the autocannons are so deadly, because they receive a penetration bonus up to 45mm on top like all other AP shelling stuff. I guess this mechanic is implemented to let you compete in tanks fights agains superior armor with limited pen values.
Ofc it completely screw up such fast firing and low pen guns performance, making at rifles and 37 or 40mm barrel unit spam so unrealistic too for example. We would need to get rid of this mechanic obviously or just cap it for fast firing smaller caliber guns...