If people actually read and understand what OP is asking, instead of arguing about semantics and "intentions", the forum would be less toxic.
This, sorry for the lack of the specificity.
I think they scale terribly into late game.
This whole thing could had been avoided if you use the correct words in the first opening post as it derailed what people is thinking.
Your complain is not about the veterancy, but how you FEEL that they are scaling into the mid-late game.
For 300mp unit, they have lower vet requirements for cost, than other units in similar price range.
Vet values should be (if i read the outdated guide and changelog right)
- 50% construction rate (they moved medkits to vet 0 and that was a great buff)
- -30% weapon cooldown, -23% received accuracy +33% repair rate
- Unlocks the 'Concussive Grenade' Ability, +25% construction rate
- 40% accuracy
- No longer takes extra damage when you repair.
The basics on vet for combat units are: -23% RA, 40% accuracy, 20% cooldown, vet 1 ability and some flavour vet like extended range on abilities, reduced muni cost or faster recharge. Check which boxes SP fulfill.
Some units have extra values or different ones to account for their faction, their scaling and their role as a unit.
For example: Penals high vet bonuses or Royal Engineers lack of accuracy boost. Both have one thing in common. Weapon upgrades. The main thing which the game revolves around during the mid to late game, is how much muni investment you can put into your infantry. Lack of them makes units scale poorly, as a unit which lacks them have a harder time if they don't have enough vet. On the other hand, cheap units which gain access to weapon racks, need to have their offensive boost in check.
Which brings to the main point of this thread: why Sturmpio "fails" during the mid to late game.
- Powerspike/powerboost coming from light vehicle shock units, upgraded infantry or elite infantry.
- Short range units have a harder time, if they don't have tools to close the gap. Smoke, sprint, grenades, something which lets them not get bleed as much on approach.
- If you want to keep using SP offensively at that point in the game, you must constantly use the Concussion grenade. Your vet 2 generally opposes the combat bonuses from vet 2 from other units. You have to hit vet 4 to actually oppose enemy units vet 3.
The only sensible change then would be if it's better having the accuracy boost at vet3 or keep the nade where it is. One nerfs people who actually make use of it and the other is just braindead simple buff on performance overall.
Different kind of mid game buff:
-Let them be able to upgrade to both Schreck and Minesweeper.
-Schreck should be able to have the same function as the sweeper to be hidden.
-Only one can be active at the same time.
-Once both upgrades are bought, you can't no longer swap upgrade with STG. Instead the button will change into a toggle between both Schreck and Sweeper.
-Implement a small munition cost for the change (20-30 muni range) or make it have a long cooldown (2 mins aprox).
A small cost which is in the range of a snare/grenade or a long cooldown to avoid constant swapping between both.