Well definitely one of the best memories in my life E-sports related. (Along with the Tomitoma vs Guderian series)
League of Legends events sometimes bring some great content aswell, but it has never brought the same level of excitement of high level COH tournament finals.
I still can't believe COH never made it to the big screen.
It's a considerable idea, but it's a hard puzzle. Grens currently have 80HP which means 4*80 = 320 total.
Volks have 60 HP per man, so for a 5 man grensquad to be an 'upgraded version' they would need something like 65 at least. 65*5 = 325 so they would have even MORE survivability AS a squad.
+ I would have to nerf stormtrooper Kar98k because 5 guns > 4 guns and this would also nerf stormtroopers, so i'd have to make a new Kar98k
Then the final question: will Grens be worth it over volks? Since Grens give away more XP per man when killed. This would involve a greater risk using Grens as your main infantry.
There are so many variables with that one change, that is the problem.
I'm more inclined to lower their health from 80 to 75 and see what happens, but i'm not sure about that either.
PS: Puma's 20mm are slighly underperforming atm (after last tweaks), i'll fix (semi revert) that with the next update.
* Well Quad overall I would think it's better if it did have an impact at close range. It's definitely improved as a long range siege tool, but it hasn't really as a flanking tool. I'm trying to adjust this to create an option: "All IN" playstyle with the Quad. So it can really go in on Mg's and Paks and clear them convincingly. If you run into the line of fire of a pak or a mine you still lose it. So it remains a big gamble.
* Well LMG minimum burst is really short, and it doesn't *feel* good when it hits the minimum. I wanted to increase it a lot more, but then you'd be soon in a Trapbaker situation (OMGmod people know what i'm talking about.) So I ended up with this mini shit change. In the end LMG would need a bigger rework. But at the moment it is finally in a good spot.
* Once again a case of trying to give manpower to US for extra breathing room. The original number was 9. But with +3 engineer start this would essentially mean a difference of 10 manpower per minute. Which might be too big. So I ended up with this shitty small change. More of a reminder that I can still increase it if needed. But I still would prefer incentives for US with rifles then buffing Engineer spam (+ possible WSC) for example.
* Yeah exactly you can now fire 2 AP rounds, it was possible before with perfect timing, now i'm giving players a 1 second margin.