Airborne Company
1. Pathfinders should be reduced CP cost to 0. Stats are left unchanged except a reduction in reinforce cost. The reason why I don't want to buff them any further is that they'll just become better Grens with slightly higher RA.
2. AT gun & MG drops changed to Muni based. Too much MP is being used right now just to callin and recrew these weapons.
3. Paratroopers are unchanged. They're basically Rangers that sacrifice durability for DPS.(Their RA is 1 and is only reduced in Vet 3)
4. P47 needed to be on JU-87 level to justify their astronomical cost or give a steep discount for their current performance. Alternatively, a skill based AT rocket strafe can be made where 2 P47s launch 8 rockets each in a straight line for 160 Muni. No more fire and forget ability.
Armor Company
1. Reduce RA on Assault Engineers. Currently they have a RA of 1.0, that explains why they're so squishy. If it was left to me I'll reduce their RA to 0.91(same as Grens). Let me point out that Sturms have RA of 0.87. With this they can be called in as Combat units instead of just engineers with a flamer.
2. Elite Vehicle Crews need a total redesign. There are two ways I propose this, either give Vehicle Crews 5 vet levels to emphasise the "Armor" part of the doctrine with extra abilties like Crit repair while in vehicle OR give an upgrade to vehicle crews like Heavy Royal Engineers with a muni cost that increases their repair speed or something worthwhile. Honestly I prefer the 5 vet levels idea if its not buggy as hell.
3. M10 needs to be tech-tied if possible. I detest the idea of skipping tech as it doesn't reward the opponent for playing well or if the USF player screwed up. Another fix would be removing crushing from this unit. For tech, I allow M10 to be built if any 2 tiers are unlocked(with it being a callin for Lieu+Cap builds)
4. Bulldozer should have Brummbar stats to consider with having an extremely high fuel cost and the fact that Sherman HE exists. The other way would be increasing its health pool and decreasing its fuel cost to act as a meat shield.
5. No change on 240mm.
1. No change on all abilties except the Calliope call-in.
2. Change the Calliope to be area denial, with more salvos but does less damage per rocket and reduce ROF to allow squads to escape from its barrage.
3. Make Calliope tech-tied to Major with same cost as current one for its performance.
1. No changes except the Pershing.
2. Make it cost 180 Fuel with same MP cost and unlocked at Major tier.
Mechanised Company
1. Only Recon ability is changed to Recon Run to be the same as the one in Tac Supp.
Recon Support Company
1. Change the Riflemen sight increase while in garrisons to be the same as in Miragefla's mod. Riflemen are given the choice to upgrade 3 men to M1 Scoped Garands, that increase sight range(not firing range) and inverts the Close/Mid/Far DPS of the normal M1 Garand. If being equipped with BARs, the BARs will replace the normal M1 Garands.
2. M8 Greyhound now tech-tied, but is still available as a Call-in only after one tier has been researched. This is so that players going Lieu or Cap still can access it instead tied only to a certain officer.
3. M8 Greyhound changed to have the same main gun stats as the Stuart. The armor upgrade is now bundled with the unit. Decrease the MP cost slightly if needed.
4. Recon Run change to be the same as one in Tac Supp.
5. Redesign of the entire Paradrop ability. Costs MP and Muni now. Now drops only one Support Paratroopers and one AT gun with the option to upgrade to any weapon upgrade, with a special twist. The Support Paras can also be upgraded to have 2 Panzershrecks, reminiscent of COH1.
Infantry Company
1. No changes.
Rifle Company
1. Fire Up ability penalty is completely removed. Either that or fix the bug where Riflemen still has the Exhaustion penality during retreating.