the soviet start with 390 mp, of which 160 are usually spent building either the support weapon or special rifle. They barely have enough mp for a conscript and one building, but the strength of the unit makes up for it.
the USF get rifleman and mortar right off the start and 400 mp to play. That's a significant advantage because the USF doesn't have to waste the first minute building whatever or spending the resource to get decent starting units. Even replacing the mortar with jeeps and flamer is still a significant boost compared with one patch ago.
Note that the sov and Wehr get access to the mortar only if their starting unit spent the first 30 second constructing the production building. Their opponent is all but guarantee to have garrisoned that all important building first. Getting access to the mortar means you're more likely to need it.
the wehr get access to the mortar and flamer because they are slow and will arrive at the fuel later than USF.
and 80 mp 10 fuel does make a difference. The wehr get 420 start mp but they have to spend 80 of it on the barrack. The USF get 400 mp and they don't need to pay building cost. 340 vs 400 mp is a big difference.
and the rifleman get Smoke in addition to nade. Even the smoke is a huge factor because the US rifleman easily beat the wehr in close quarter. Even just getting in close is a huge victory for the usf.
and I don't see the wehr ever getting map dominance with mg spam. Most USF defeats are usually because they let the game run too long. It feels like adding the mortar to the USF is just reinforcing the notion that the USF is suppose to defeat the axis early.
and the USF already have access to the major artillery(which is now decent for 60 mp) , m8a1, and the pack howitzer mid-late game. If the Wehr is dugging in, the USF can use any of those option to remove troublesome mg. The USF does have access to artillery, just not zero second artillery.
Dude, you should get a job as a politician. Politicians have a knack of completely ignoring the subject or question and instead twist the conversation so they can focus on pushing their own message or agenda.
Everyone acknowledges the t0 morter is a problem for OST, you on the other hand seem to think that usf's limited or restrictive counters to mgs in buildings are fine. You utterly refuse to concede any ground to try and improve the gameplay. Most people are in favour of tweaking both the usf and ost to find a better balance, yet you just go on and on about nerfing usf.
Stop comparing to soviets, the tech cost are vastly different.
Stop saying a difference of 60manpower at start of game is huge when rifles cost 20mp more than mg42 and 40mp more than grens.
Stop complaining about the huge build time of ost t1, its 15 seconds. Not 30 seconds and not a minute like you claimed in your post.
Stop saying ost cannot get to fuel before usf when there are two fuels on most maps (1v1).
Stop saying jeeps and flamers are a significant boost while quietly refusing to acknowledge that flames are already present in doctrine and a 20 fuel jeep will delay usf light vehicle and tech.
Stop trying to sell grenades as the solution. They are a significant teching choice that is no guarantee against quality opposition. Yes I know grenades have smoke but smoke will not
necessarily get an mg out of a house (unless you have flames as well). Remember if he cannot see you, you also cannot see him. In the open is different but the issue is houses.
If i haven't said enough times already, move the morter out of usf t0 so ost has time to get established.