Penals Adjustment
Currently, Penals are extremely situational and don't scale very well into late-game. While they are effective against infantry in cover and especially strong against garrisoned infantry, they need to close in to be effective, causing them to drop models, losing DPS and creating MP bleed.
In this adjustment, I suggest improving their firepower at near, mid and long range by 1.5%, 50%, and 108%, respectively. To reduce the bleed of veteran squads, their received accuracy buff at Vet 3 is also improved. Finally, their cost is adjusted to compensate for their improved performance.
Now, Penals fulfill a medium-to-long range fire support role. They will be able to best any early-game Axis infantry, and can keep up with them in late-game via upgrades and veterancy. However, they are much more fragile than their counterparts, making them a glass-cannon infantry unit. They synergize better with Conscripts—Penals provide fire support from long range behind cover while Conscripts (possibly upgraded with PPsH-41 SMGs) flank with the help of Oorah! and can also act as a meat shield. Guards remain viable due to their ability to shut down light vehicle play and snare vehicles, while Shocks remain viable due to their durability and close-range prowess. Alternatively Penals can also take the place of Soviet elite infantry in commanders where there are none. They retain their bunker-busting capabilities via their Satchel ability.
Changelog
Penal Battalion
-Cost increased from 270MP to 300MP.
-Reinforce cost increased from 22MP to 27MP.
-Population increased from 7 to 8.
-SVT accuracy increased from 0.69/0.46/0.288 to 0.7/0.69/0.6.
-SVT DPS increased from 6.207/2.166/0.778 to 6.3/3.249/1.618
-Veterancy Rank 3 received accuracy buff decreased from -23% to -29%.
Feel free to try them out in the workshop. Feedback is welcome.
Edit: Is giving them 6 PPsH-41s for 90MU a viable replacement for their Flamer upgrade?
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