Problem:
- They are supposed to be good at the earlier stages of a match (which they already were so, oliberating grens, volks and in some scases even sturms) and medicore at the later phases. But after the recent patch you don't need to worry about their late game performance so building 4, 5 units does not have any drawbacks or risk. You will own the whole map and get enough fuel to build your fast light vehicles and start the abuse. And when grouped together there is no effective way of holding them off. 1vs1 you need to send your baseline inf to cap and gather resources, which is not possible when you know it's a losing engagement. With the bar buffs they are just downright silly.
Solutions:
- Increase their moving penalty in order to discourage blob A-moving :
- Moving accuracy multiplier could be changed from 0.6 to 0.42
- Moving cooldown multiplier could be changed from 1.25 to 1.6
- General stats changes to bring them closer to other starting inf:
Range distance could be changed from 3/16/35 to 5/12/35
Far accuracy could be changed from 0.5175 to 0.4175
- More starting options and alternative build orders :
Add the m2 60mm Morty to HQ
Add the WC jeep to HQ
Move the .50Cal to HQ