I don't like the idea of emplacements at all. UKF needs non-doctrinal indirect fire or smoke OUTSIDE the mortar pit. Maybe make pyro Sections more effective or give them something else so they can counter static play and MGs.
Before the Infantry Section nerf it was meta to blob up Sections to wipe MGs, infantry etc. After the nerf you have to blob even harder because Infantry Sections are absolutely terrible at pushing enemies now. What is the point of it? On top of that there was also a weird buff to vet 3 accuracy which makes no sense to me because Infantry Sections struggle in early and not in late game.
The best way to go about it would have been to slightly tone down Infantry Sections DPS from 30-35. They were never OP in close to mid-range anyway. That wouldn't have hurt their ability to push positions but still made them less cancerous as before. They also wouldn't be able to death loop MGs anymore because of the change and a moving them would be worse in general.
I just don't understand why they were pushed into being even more static than before when everyone agreed overly static faction design is bad?
It seems that the idea of the latest round of changes is to encourage static play in the early to mid game. Initial manpower cost for Sections is reduced in order to speed up time to field for the first 3 or 4 units. This provides a window to build a sand bag fortified line during the first tech tier where you can then choose to transition into AEC/Sniper/etc. in order to break out the initial static position and into mid game. The early window to build a fortified position is vital as without bolster/weapon rack it is very difficult to push back if you lose early map control.
Regarding the Vet 3 buff, this is to help sections fight off late game elite infantry units such as highly vetted ober/pgren as without the additional accuracy, they simply get run over even in green cover due to the high received accuracy bonuses on some of these elite units.
I think both of these changes make sense in the perspective that they force a certain playstyle for the faction, but question still remains about whether or not they reduce strategic variety, and if they actually weakens the faction as a whole by deepening the weaknesses of the faction that many others have already highlighted.