Currently the ISG is in my opinion, terrible unit with its current purpose mainly being to blast British emplacements from a safe distance and be an annoyance that can generally be overlooked. Furthermore it requires a specific tier structure to get access to in a tier that has major issues clearing structures and dealing with entrenched infantry and forces Volks or other infantry to do the heavy lifting.
To compound this, with the ISG being ineffective at its role, it leads to the faction having massive issue versus entrenched opponents and HMG teams manpower-wise as their non-heavy, non-fuel based indirect-fire cannot reasonably clear those units or force them to retreat unless they're clumped to the point where an SU-85 shell could kill everyone or you're waiting a good minute for the ISG to do its jobs.
Below I'm going to list a number of issues and post my solutions to solve them, though we will start with the single nerf before going onto the buffs the unit should get.
ISG Auto-Fire
ISG have a slow rate of fire outside of barrage, but they require almost no input due to their long auto-fire range. If the ISG were to be buffed, it needs to have more micro required to be effective to avoid it from just becoming a mortar emplacement when set-up around a truck when given no player input.
With the upcoming buffs we'll be talking about, the ISG, will be quite effective when microed properly as the barrage recharges quickly which would maintain its 100 range base.
Solution: Auto-Fire from 100 to 80.
ISG AOE
The ISG's AOE is probably one of the worst the game for indirect-fire to compensate for its range and scatter to the point where the unit barely does any damage outside of direct hits. The AOE drops-off very quickly and its AOE radius isn't particularly good so you end up with the ISG really needing direct/near-direct hits on infantry to actually cause damage.
Here's the comparison:
Ostheer 81mm Mortar AOE
Near Distance: 1
Mid Distance: 0.5
Far Disance: 0.25
Near AOE: 1
Mid AOE: 2
Far AOE: 3
AOE Area: 4
ISG 75mm AOE
Near Distance: 1
Mid Distance: 0.4
Far Disance: 0.2
Near AOE: 0.75
Mid AOE: 1.5
Far AOE: 2.25
AOE Area: 3
From this, the ISG reaches its Mid AOE sooner and reaches its maximum damage limit far more quickly as well. Its OHK radius is also smaller than a standard mortar along with the radius in general.
I have no issue with the ISG having worse AOE given its accuracy/scatter, but I do have an issue with how it drops-off. To make the ISG be more consistent, it should have a slower taper-off to its far AOE and a bump to its mid AOE to match mortars. Its OHK radius barely changes and it still doesn't deal massive damage, but it can at least have noticeable AOE effects, something indirect-fire needs to hit infantry formation or forcing weapon teams to relocate sooner. A slight AOE boost should also aid in the ISG being able to splash hostile infantry.
Furthermore, the ISG's AOE profile does not follow the standard mortar shells. They are set to HE Shells which have a far greater penalty versus mortar shells meaning the ISG has a major issue destroying buildings which OKW has issues with outside of using Stukas or grenading it to death. If the ISG cannot harm or level structures, then you're better off using flame grenades to clear the building out in a more timely manner or even stolen mortars.
Solution:
-AOE Distance profile from 0.75/1.5/2.25 to 0.75/2/3.5
-AOE from 3 to 3.5.
-Building Damage Profile to match Mortars.
Smoke Rounds
Outside of Pumas, and Ober Vet 1 grenades which can harm you if you enter the cloud, OKW has absolutely no ability to smoke-off areas to let their troops assault defensive positions. Almost every other faction has some way to fire smoke without throwing a vehicle in front of the line, so why not let the ISG have smoke rounds? OKW is generally an aggressive early-mid, yet they lack one of the most vital tools to perform this task.
Solution:
The ISG should fire anywhere between 3-5 smoke rounds with a reasonable or even short cooldown to allow OKW to push defensive lines or just having that utility.
Veterancy
I'll be brief on this as this a general OKW thing in general with their 5 veterancy levels, but the ISG needs its veterancy reworked. Currently it has defense/speed boosts for a unit that does not operate at the front/near the front. Maybe it did in Alpha, but it definitely does not work that way now.
If anything, the ISG should have gotten Hollow Charge rounds at veterancy 1 which works like a Targeted ability where the ISG fires a single round at the vehicle at long-range. The rest of its veterancy can then be adjusted either to match indirect-fire units, or shifting it so its actual offensive boosts come earlier with the defenses coming last as the little extra from veterancy 4 and 5 or giving it need ability at rank 4 and 5.
TLDR: Buff ISG AOE, give smoke, lower auto-fire range.
Anyways feel free to leave your opinions and comments so we can discuss this. And please note discuss, not random tantrums please, simply because a unit got buffed/changed.