Is it possible to make 7 man upgrade mutually exclusive with the ppsch/PRTS upgrade without taking 1 weapon slot? So 7 man cons would be still able to pick up lucky schreck/mg42 without ability to upgrade them with ppsch and stuff
I don't know how the thing's actually programmed, but it'd strike me as odd if a squad upgrade simply can't be made to lock out other upgrades. It should just be like UKF's Hammer vs. Anvil.
Don't quote me on this but I think cover damage reduction applies too.
I think it indeed does, but regardless of whether it does, the men that are hit by the close-AoE radius are always doomed anyway because medium tank shells do at least 160 damage, heavy cover reduces damage taken by half, and all infantry have 80 health per man, so only the guys outside of that radius will see any benefit.
To help their early game and give em more stable perfromance, scale back their vet and rather buff their core stats.
That would probably be the last thing they'd want to do since the Script/Gren match-ups is pretty much one of the most balanced in the game at the early game.
...it doesn't last to LMG42s, but still, it ain't broke there.
If you're playing in a mode where everything is frontal charges and nobody understands maneuver then don't bother with infantry at all. Just spam HMGs.
See, I'd figure it'd help Ostheer because their squads don't clump up behind a conbag.
It's a problem with a single one, but it'll do the job fine with two.
Speaking of which, I wonder if a tank shell doing a direct hit on a sandbag might "help" the squad behind it if it turns out the center of impact will be a bit farther away from the direct center of the squad.
...probably doesn't matter too much if an HE ISU/IS2 hits though, granted.
Odd as it is to say, yeah I really do prefer the sandbag walls, especially because it gives more space for green cover with less time.
That being said, I don't agree with removing the others because in my experience, the smaller bits made at once can actually help a lot for the other factions (Read: Ostheer 4-mans) because one piece of sandbags getting destroyed by explodies can still mean there will still be cover nearby. If you get enough time to make a bunch, the sandbags will definitely last longer with tanks about than sandbag walls.
I don't see any problem with Storms. Activating TA out of camo's gonna murderlate the shit outta anything that's not an elite CQC unit. And there's honestly a chance even against those units if the Storms get to attack while their target's back is turned (difficult and unlikely considering the spotting range to see stealth is pretty close to range 10 that SMGs want, but possible with late-game craters).
I really don't think Relief Infantry's unworkable. A few number changes, possibly not even straight up "buffs" exactly, would bring it back to good while it's definitely a bit rough to do at the moment (and probably requires some HT reinforcement micro compared to the old "A-Move to enemy lines within 2 minutes" requirement). As mentioned before, the cost of the troops you'll be reinforcing is a bit nebulous due to being able to have them killed fighting the enemy while the 90 muni for the ability's the equivalent of 180 MP (so sayeth Relic), so the cost-to-gain ratio's definitely not in a bad place. A muni cost increase while turning the rewarded squads requirement back down to 4, giving the buff another 30 seconds duration, CP reduction, reducing the muni cost while limiting it to two rewarded squads...any of that stuff would allow it to be more easily used to its full potential while not causing you to sweat constantly as you try to immediately press R as your Gren squads go down to 1 man.
-----
Ok now back on topic... I'd go with 1. for Osttruppen Reserves, 1. for Mechanized Grenadier Group, 3. for Supply Drop. Really, regardless out of these suggestions, the CP reduction is probably the real key necessity that should happen for sure (Reserves and Supply Drop might even be fine with just that...slightly less likely for Reserves though).
You can abuse relief infantry if you have a flame halftrack:
1. Burn team weapon crew, reinforce once: first Osttruppen squad.
2. Retreat Osttruppen squad immediately
3. Carefully cook the Osttruppen models, but keep the squad alive (Osttruppen reinforce super quickly, so low risk): second and third Osttruppen squad.
4. Recrew team weapon with more trustworthy truppen.
Now you have three Osttruppen squads for 244+ manpower and 90 muni
Too bad it's at 6 CP.
...Ok, that would be in fact trading 244+ manpower, 90 muni and somewhere in the realm of 60 seconds to get 600 manpower back.
"You men will be the first of the second wave in! Stand ready to move at a moment's notice!"
"Who's the arschloch commanding this anyway?"
"Kommandant DerbyHat."
*Speaking Osttrupp sweats profusely*
"Yeah, you'll probably be doing that soon enough anyway."