Thanks very much I will try to create a list in OP but it might not include everything people contribute.
IF one want to make USF doctrinal infantry more attractive one need to tone down riflemen and not buff the the doctrinal infantry.
BARs and LMG are kinda wasted in RETs, they have very poor accuracy even with their VET1 bonus vs Veteran troops, is why people give them Bazookas.
The accuracy of their M1 is irrelevant. If one has 1 RE and 1 riflemen and 1 LMG the total DPS of 2 squad will be more if the LMG is the Hands of the RE and i will be even more once the 2 units vet up (thing change only once riflemen hit vet 3).
wat. You want to make the weapons better on the cheap spammable infantry? You want RE spam again?
The exact opposite since LQ units will have penalty on their weapon any weapon they pick up will perform worse on the.
On the other hand any weapon Elite infantry get it will work better on them.
For instance now if I find a PTRS on the ground should I pick it up with PG? Is it Guard's PTRS or Penal PTRS?
OR Since now one can buy back the Guard's weapons one can deliberately use them to drop their weapon and equip them to conscripts
R.Eng vet 1 bonus apply only to Sten sgms and not other weapons.
Problem:
Balancing units that can pick weapons is very complicated because they buff some unit substantial and other not enough.
For instance the USF Lmg or the Bar in that hand of RE performs better than the riflemen because they get a massive buff at vet 1 with 1.2X accuracy.
Solution:
separate infantries to 3 categories Low quality (LQ)(RE, R.En.,Pio, C.E.), Mainline(ML) (Con, Penal, Gren, VG, riflemen), Elite (EL)(PG, Paras, Obers, Commandos).
Buff spwan weapon of LQ with X1.15 accuracy, 1.20 Reload and give the the reverse penalty X0.87 accuracy 0.83 Reload.
Keep ML as is.
Nerf spawn weapons of EL with X0.87 accuracy 0.83 Realod and give them a reverse bonuses.
Balance all dropable weapons with ML.
Now these weapons work according to squad that uses them. The number I give are more for an example and can be modified according to each squad.
Buffing EFA to WFA is a bad idea. The longer the infantry fights are the more tactical and less RNG they become. It is the WFA that need to toned down.
List of things that could be fixed:
Inconsistencies Brit Sandbags, IIRC, have more health than the ones for the other factionsShow Spoiler Bring HP inline with other factions
Brit trenches have a size of 2 vs 22 for othersShow Spoiler Bring target size inline with other factions
Valentine is the only light tank to have crush and one of the highest rotation ratesShow Spoiler Bring rotation rate inline with Cromwell/Comet other factions
Valentine pop too high at 12Show Spoiler lower pop to 10-8 make radar ability an upgrade limited to 1 as the command vehicle
Heroic charge is cheaper and way strong than other munition boosts such as the Arty Officer's Concentrate Fire ability.Show Spoiler Increase cost lower buffs
For some reason, its impossible to repair a damaged glider.Show Spoiler B4 costs 20 pop, dramatically higher than the other howitzersShow Spoiler Maxim and puppchen has the deathloop and motorcycle pathing, unlike the other MGs.Show Spoiler increase rotation speed during retreat
Dank Hunter AT barrage has heavy enough scatter that most grenades won't hit a static target at short range.Show Spoiler increase rotation speed during retreat
ZiS guns (and USF M1s) enter crawl mode when moving through crater cover.Show Spoiler change behavior to be inline with other Atgs
-Lend Lease Guards in a Halftrack arrive at 5cp, significantly later than any other Halftrack battlegroup.Show Spoiler USF AT grenade and Panzer fusiliers has a minimal range.Show Spoiler USF Recon paras have the same vet as their Airborne cousins, but their vet heals don't work.Show Spoiler allow Paratrooper Support Squad the passive heal vet bonus heal
Heavy Cav smoke arrives at 1cp and drops instantly. Ostheer smoke planes take time to arrive and come at 4cp.Show Spoiler increase CP for "off map smoke barrage"
USF Recon Runs (and Soviet) will reveal cloaked units. Ostheer ones don't. No clue on Brits or OKW.Show Spoiler normalize detection for recon planes
The tooltips and icons for the Mechanized M3 show it arriving at 3cp. Its actually unlocked at 2.Show Spoiler fix mechanized m3 toolips/icon
Fusiliers only cost 6 pop.Show Spoiler Jagdtiger vet 5 literally does nothing.Show Spoiler Ostheer Halftrack Grens still have their Vet2 bonus range on Rifle Grenade.Show Spoiler remove the range buff for rifle grenades or replace them with ATG Stormtroopers
Centaur gun has some of the lowest penalties when firing on units in cover Show Spoiler bring penalties in line with other units of the type
120mm mortar can survive with a crew of 1Show Spoiler normalize behavior to much other mortars
M10 rotation rate allow it to crush infantry to easilyShow Spoiler bring rotation rate inline with Cromwell Comet
T34/76 rotation rate allow it to crush infantry to easilyShow Spoiler bring rotation rate inline with Cromwell Comet
Churchill rotation rate, acceleration, deceleration are to highShow Spoiler bring rotation rate, acceleration, deceleration inline with other heavies
OKW thorough salvage takes around 20 secs too long compared to allied ones.Show Spoiler reduce or remove penalty from thorough salvage compared to normal salvage
Soviet engineer salvage kits to expensive for what the provideShow Spoiler reduce cost and/or add repait speed bonus or 5 member
Soviet "Armor vehicle detection" and AT stormtroopers too expensive compared to the "Tank Hunter Infantry Section Detection" Show Spoiler remove mu cost from all abilities introduce cooldown to all of them
Tank traps come to late for non USF faction.Show Spoiler Lower CP for Ostheer/Soviet tank traps, possibly OKW also
Tank traps are built way too fast compared to wire or reinforced wireShow Spoiler UKF "destroy cover" ability can be a very powerful ability that cost nothingShow Spoiler add mu cost to "destroy cover"
Demo charges vs Goliath. Goliath explosion does less damage if shot demo charge do more. Show Spoiler have demo charges do less damage when fired upon
HMG34 crew is more expensive to reinforce than HMG42 crew Show Spoiler reduce the reinforcement cost of HMG34
tanks that can damage only infantry vet too slowShow Spoiler increase the XP gained for AI tank when damaging infantry(Hezter, Kv-8,Luch)
Researching Ostheer battle-phases awards no CP.Show Spoiler Give Ostheer CP for researching Battle phases
Some unit do not get veternacy like 250/S.Officer/251/20Show Spoiler allow this unis to gain XP and give them vet bonuses
UKF artillery does very little friendly damageShow Spoiler increase friendly fire damage of UKF arty
UKF 6 pounder has more accuracy via target tables(?)Show Spoiler bring the unit in line with other ATGs
repair speed across factionsShow Spoiler EFA need to invest more pop in engineer type units that have less utility to repair their vehicles
Forward retreat points give a massive advantage to WFA and their should be some limitations.Show Spoiler Make FRP available only to sector adjutant to base
Vet bonuses SU-85/M36/M10 and especially Firefly all get accuracy bonuses while their chance to hit is already very high.Show Spoiler accuracy on this units is simply not needed and should be replaced with something else
Stug -E and -G get armor at vet 2 that simply does not help them allotShow Spoiler the mobility bonuses of vet 3 should moved to vet 2. In the case of the -E the armor should be replaced with more HP and the reload with faster projectile speed so it can hit moving targets
original post(a very big thanks to Waegukin for bringing allot of the issues.)
Most vet abilities/vet abilities should scale with veterancyShow Spoiler For instance "volley fire" would be allot better balanced if it scaled with veterancy. Same goes for ourah
Sprint ability (officers/PF/Obers) should be a timed abilityShow Spoiler Unit should not be allowed to sprint constantly
suppresion for Obers should be a timed abilityShow Spoiler Unit should not be allowed suppress and move
Show Spoiler
That balance patches come and go but a large number of issues remain untouched although allot of the should be easy fixes:
1)Veterancy bonuses
Many units get veterancy bonuses that make very little sense and do not fit the role of the unit:
Firefly the most accurate gun in the game get a accuracy bonus allowing to every vehicle in the game including a Kubel with 100% at range.
KV-1 a heavy tank vets as medium tank
Unlocks the 'Secure Mode' ability
+35% weapon rotation speed, -30% reload
-20% reload, +20% rotation speed, +20% speed
when it should be getting HP and armor.
2)There are a number of inconsistencies that make little to no sense:
For instance 120mm mortar is the only support weapon that can survive with a crew of 1.
3)I would also suggest to custom tailor vet 1 abilities to specific units (similar to maxim change) and to make most vet 1 abilities scale with veterancy.
My suggestion is for everyone to input their suggestions here so that the next patch can fix a very large number of small things the need fixing.
For vet 1 ability:
Maxim get bonuses the longer it remains static, those might include:
Wider cone
More sight radius
Faster tracking
faster reload
cover bonuses
passive healing
My apologies but this looks a bit funny to me.
Some people complain that axis have advantage because they have no side techs and now some people thing that having no side tech is disadvantage and asking for a side tech...
(On another Topic a OKW truck is 100 MP/ 15 FU not only 15 FU, so that is the price ones has to pay to get a P.Faust as OKW)