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PF in team games: I think that would depend on the strength of the players you're fighting. PF are undeniably weaker combatants, and less cost-efficient, and less able to contribute to fights early, so you run the risk of being overrun by your opponents. Going full
retard Panzerfusilier is not necessarily going to be as detrimental as in 1v1s and 2v2s though, i agree. Another reason "PF clone" is absolutely not what I'm suggesting, they're merely the most obviously "Alternate, similar role mainline infantry" to illustrate a point.
Regarding Design Space: Again, I'm not suggesting they follow the approach of PF, being weaker and more expensive, but scaling far better than Volks. I'm suggesting they be the same price as Conscripts, (+ - ~10mp) and simply offer a different type of mainline infantry in some way. Ideally they'd both come from tier 0 in this concept version of CoH2, which would obviate issues posed by an "alternative mainline" requiring a special building.
The exact nature of their being "Different" would likely require a fair amount of experimentation and design work, and admittedly it's very unlikely to happen, but I think at the very least it's an interesting thought experiment, right?
I think there's definitely design space available to implement something like this. It just depends on what it entails, precisely.
Slightly unrelated: But on their own I definitely agree that """Combat""" Engineers are the weakest starting unit, but when combined with a merging squad and Flamethrowers they can arguably be one of the best in some circumstances.
Regarding reworked Penals: Yeah, I've never thought the idea of balancing an unit around its veterancy was a good idea, especially not for Infantry. Despite the game being about unit preservation, losing units does happen even to the best players, and having to rebuild an unit that only becomes usable at vet is a daunting prospect. 7man was a good move, even if it has some teething problems. As i mentioned in a previous post I'd want Penals (In this rework concept) to benefit from "Mobilise Reserves" in a similar fashion to Conscripts do now, because I think non-weapon based unit upgrades are quite suitable for Soviet mainlines (And this would also help cement the "Alternative" idea, that all current conscript upgrades benefit "New Penals" in a similar way).
Regarding the Balans™ team: You're likely right, but I think if it's done well a "major" rework like this might be easier and better for the game in the long run than fiddling about trying to fit square pegs into round holes. Hey, if I (or whoever) do[es] all the design/implementation work for them, they might at least entertain the idea, eh? I can't speak for them obviously, but I'd imagine the Balans™ team
might be interested in a "big" change if it's A: Done well, and B: fixes issues... Assuming Lelic lets them, obviously.
As I said before, I think it's a fun thought experiment even if it doesn't ultimately go anywhere, it's not as though theorising hurts anything.
Regarding DLC and Balans™: Yeah, that was basically the impression I'd gotten so far, thank you for the history lesson, I'm genuinely always rather interested in how balance has progressed through COH2 (and any game's) life. Beyond patch notes it's not really terribly well documented, though, and patch notes don't quite give the whole story.
So you want to have cons split into 2 units.
Yeah, no, that's never gonna happen and I can't stress how stupid the idea is.
Why is it a stupid idea? The intention would be to provide two slightly more "specialised versions" of a core infantry squad, not to "split conscripts into two units"... at least the way I'm thinking about it.
I'm not endorsing the exact approach Vipper is suggesting, regarding taking tools from Cons and giving them to Penals, but I am behind making Penals a viable "Alternative conscript squad" rather than what they are currently. I really don't think there's anything inherently wrong with the idea, unlike other suggestions I've seen made on the forum.