5% of fuel cache price is 10 manpower. So you actually need to build at least 3 caches to get the worth of reinforcing one (sic!) model. In effect this bulletin is pretty much useless.
Pathfinders are really squishy, to the point where they make Grenadiers look like uber-tanks, and will lose models fast.
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I don't really see why Grenadier appear so much tougher compared to Pathfinders.
First of all the combination of camo and sight radius allows pathfinder to chose their fights.
Grenadiers have 0.91 TS while Pathfinder have 1 (which is important but not the difference between "really squishy" and "uber-tanks") but grenadier are facing infantry that can close in and have more firepower.
By vet 2 Pathfinder get a Target size of 0.71 becoming tougher than grenadiers, while Grenadiers have to wait until vet 3 to get 0.70 TS. To make thing even worse Pathfinder have a lower XP value thus vet faster.
By vet 3 Pathfinder can fire out side the range of enemy infantry.
Pathfinder in heavy cover can stand against grenadier in heavy cover.
Basically Pathfinder (both versions) are extremely cost efficient units and become even more cost efficient combined with weapons that can spread damage like mortars, HMGs and bars (and generally explosive/ballistic weapons).
su 76 HP 400 dmg 120 armor(front) 70
stug HP 560 dmg 160 armor(front) 140
let's remove the barrier and make the characteristics equal. Then it will be super?
I was responding to a claim that the Stug had higher penetration than Su-76, where the armor and damage have no relevance. Su-76 simply has better penetration than the Stug (actually even better than the JP.)
I am not sure what your point is, that the Stug is OP? that the SU-76 is UP?
I have explained how imo these 2 units compared in cost efficiency in post you quoted me from, and I have suggested changes.
Vipper showing his amazing knowledge about the game It can cap when in recon mode. It is non doctrinal and there is no cloak ability for t70.
Well it seem my knowledge is fine since there is a cloak ability for T-70, T-34/76, SU-76 and Su-85. It is doctrinal as I explained and its called "Tank Hunter Ambush Tactics".
Since T-70 can activate recon mode while cloaked as I said it can cap ever when cloaked.
LMG can probably be reworked to work like the old Kubel becoming deadlier the more the unit remain stationary.
Finding the balance between lmgs dominating and infantry being able to frontally walk on them can be tricky. One could add some sort of deterrent on frontal assault like grenades.
Weapon upgrades on cheap squads should come with penalties while on elites with bonuses.
Tanks could have roles similar to infantry some being good at range other close up.
If their is a coh3 I hope they implement real front/side/rear/top armor else tank fight will remain problematic.
That is not exaclty true, only a few "elite" squads got their reinforcement ever changed.
It is completely accurate. Check the reinforcement cost for most units that had their cost changed in the recent patches. You will see that the "rules" about reinforcement cost, time and build time where not taken into consideration indicating that they no longer apply.
There is at least 20 team weapons in the game. Only maxim, DShK and MG-34 don't follow the rule and in case of MG-34 it is just a 1mp discount (which still makes it the cheapest to reinforce mg in the game). MG-34 is actually cheaper to reinforce than MG-42.
I only mentioned HMGs. The rule did not apply to them before the latest patches and it does not apply now either.
HMG-34 reinforcement cost was higher then that of HMG-42 before the patch as I pointed out.
Currently the HMG-34 (with a 250 manpower cost cheapest), is only 0.5 cheaper to reinforce than the 280 manpower HMG and more expensive than 300 Dshk.
The cheapest to reinforce remain the maxim and Dhsk because the comparison must be done per entity and not from a crew of 1.
Comparing full reinfocement cost is the only solution. If you try to ballance the costs around single entity cost, then all you get is that bigger squads are disadvantaged by their size and become just a manpower sink. Remember that these models are actually weaker to compensate for the squad size. For example if conscripts were 30 to reinforce like grens, they would also have to be as good in combat as grens. Nobody would like that ballance wise.
The crew of HMG are not weaker that are almost identical, so the comparison must be done per entity and NOT for full squad. That means that Dhsk is the cheapest to reinforce although it is the most expensive to buy.
At the issue of this tread imo one could indirectly nerf HMG spam by:
reduce the speed or even remove the ability to Cap
increase reinforcement time.
remove sprint from hmgs
make AP round vet 1 ability for 0.50/dhsk that work similar to current Dhsk levels and scales with veterancy
Check if HMG-42 need any adjustments.