Though it's only a 10% increase, which seems little, with it, the MG42 pins conscripts at long range from 3 - 5 bursts to 2 bursts and always suppresses with one burst.
This boost creates great balance change in early game - basically, the conscripts can walk pass some edges of fire cone at long range, but the bulletin makes it impossible.
When pinned by 3 - 5 bursts, the conscript has a great chance to crawl out of line of sight after suppressed, but 2 bursts - drop your weapons and hands on head!
Green covers become less helpful as MG42 can suppress with 2 bursts and pin with 3 bursts.
The increase of suppress time after out of fire is also a pain for conscripts, when washed by 3 bursts from buffs MG42, it's no longer possible for them to get up before driven to base.
To make things more interesting, eventually one burst can directly pin the conscripts if supported by other small arms. I saw this several time.
I don't think such a buff, which totally changes the balance of MG42 and troops, was intended.
Some explain on damage bulletin and health bulletin.
One shot from grenadier K98 takes 20 health, a conscript has 80 health, so 4 shots to kill. With 5% damage buff, a bullet takes 21 health, still 4 shots to kill. Is it fun
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The same, with 3% health buff, conscript has less than 83 health - wow 4 shots from K98 takes only 80, so he can take one more shot, right? Nay! Units die at 10% health in CoH. As 3 / 83 < 10%, conscript dies with 3 health left
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In most situations, exception can be veteran shoots veteran, succession of reflection etc, damage bulletin and health bulletin make no change.
![:) :)](/images/Smileys/smile.gif)