The mindbaffling thing is you guys always make it sound as if you would always play the same way, trying to drive into OKW and suddenly discovering that he actually has some Schrecks. This bullshit about being able to "brawl" has to stop as well, when they still only have rifles that are doing the same damage now as let's say those of Riflemen. What exactly is so hard with stopping a 5-6 Volks blob, please enlighten me. No smoke, no suppression resistance or even suppression break, no assault rifles, no sprint, no vehicle snare. What on earth are you doing when you complain about a Schreck blob. A single MG is enough to stop them. Spreading out your Riflemen which are upgraded with BARs or M1919s for 60/70 munitions each against a blob of Volks which are upgraded with a 90 munitions Schreck can't be that hard, can it?
There is no way in hell Volks with Schrecks outperform Riflemen with LMGs or BARs. Do you actually know what the easiest way to play an RTS like CoH2 is? Blobbing, because you can temporarily overpower certain stuff while keeping your army easy to navigate. Do you know what the easiest thing to counter is in an RTS like CoH2? Blobbing. Your opponent has the majority of his army in one place while you are free to be active at other places, with some micro management required. A single HMG suppresses the blob and forces it to retreat. There is no Oorah or Fireup, Volks just lay down on the ground and pray for the bullets to stop flying. Keep your vehicle(s) at max distance. I know that USF vehicles suck against infantry compared to the OKW FlakHT and Luchs, but please...
Holy shit, this is really getting hilarious.
The statistics have shown that it is difficult past emotional, contrived, anecdotal evidence.
Also I don't have problems with volks "blobs" I have problems with good players using many volks.
Several things need to be considered and looked at in a lens more broad than rifle vs volks combat. Yes, in a straight up 1v1, or blob vs blob, bar/m1919 rifles at max vet or no vet will destroy a blob of volks. This is simply fact. There are, however, other factors that exist that determine the success of the faction and
mold the dynamic between rifles and volks.
1. Volks gain veterancy faster than rifles and have lower veterancy requirements per level of vet. Because they have the shreck upgrades, volks farm damage off of vehicles and level up vet at an alarming rate. Volks need 2400 exp to reach vet 4 and rifles need 2576 to reach vet 3.
This means that it is not uncommon and, perhaps, likely that several volks will reach vet 4 before rifles can reach vet 3. This means that a lot of combat occurs between vet 4 volks and vet 2 rifles.
Stat comparison at those vet levels
Volks
vet 1 - -10% received accuracy
Vet 2 - 30% accuracy, -20% weapon cooldown
vet 3 - Passive healing, -10% received accuracy
vet 4 - 20% sight range, 15% accuracy
Aggregate : -20% received accuracy, 45% accuracy, passive healing, -20% weapon cooldown, 20% sight range
Rifles
vet 1 - Anti tank rifle grenade
vet 2 - -23% received accuracy, -20% weapon cooldown
Aggregate : Anti tank rifle grenade, -23% received accuracy, -20% weapon cooldown
In addition to volks having an obvious edge at this point in the battle pound for pound vs rifles, one needs to realize that long range efficacy significantly outperforms close range combat ability.
The close range dominance of rifles and concscripts become increasingly less valuable the longer a game lasts. Running into close range vs a squad of axis infantry in the early game is a useful, and efficient tactic, however, when both sides have multiple infantry, mgs, mines, vehicles that don't want to overextend or fire on the move ( and thus prefer to remain stationary to avoid AT guns / movement dps penalty), long range static fighting becomes the norm in the late game. In addition, cover is ruined by explosions so most running must occur on open field.
Whenever multiple units must run to maximise their dps in close range vs another plethora of units, the stationary ones will always win because they focus fire a running squad down that has incurred both acccuracy and cooldown penalties on the move and is experiencing little to no cover.
This means that in a late game scenario, long range, static fighting is what most fighting infantry v infantry endure. This is part of the reason why the airborne commander that captain price loves is effective, it offers two alternatives to bad close range allied infantry in the pathfinder and the LMG paratrooper who is basically a little bit worst than obersoldaten, but come earlier and are more flexible as a trade off.
One can see now that volks are more than capable of dealing with rifles in a realistic game scenario, the 45% accuracy buff vs the no accuracy buff is
substantial. In terms of pure infantry to infantry combat, volks also become superior to rifles at vet 1 as they get recieved accuracy modifier vs an AT nade.
All of this comes with the fact that volks are cheaper to make and to reinforce and for early game the OKW has stronger units and better capping.
2. You said mgs counter volks, however, OKW gets faster mg than us forces through doctrinal call-in and also is very cheap on the manpower.
The difference between volks and rifles,however, is that rifles want to run in and flank to get higher close range dps compared to volks which exposes them vs mgs. Volks want to fight at range behind cover making them fundamentally less exposed to mgs all while the axis mg is easier to obtain and maintain.
3. USF has to deal with a lot of random manpower bleed from unwanted units, lieutenant, captain, and major are all situationally useless and cost 100s of manpower over a course of a battle.
Note I am not claiming that these units are useless, just that they can be useless compared to volks which always have a use on the field.
4. I don't "dive" in to the OKW randomly praying he has no shrecks, the fact that he is guaranteed to have multiple shrecks makes my vehicles vulnerable to the basic OKW infantry for the entire game allowing for less harrassment room and overall less use. Compare this to the luchs which can commonly get 25+ kills even vs top 10 players because on large maps it can often roam freely and harass squads without losing literally 1/2 its health from max range.
You'll never get through to the team game crowd here. Most people that build MG's just put them in a building and forget about them.
I'm a 1v1 player