Valentine
By reducing CP and Pop the unit become spam-able as a light-medium tank that retain its utility into late game by providing mini map information. Having 2-3 of them in large games can prove very problematic since they can cover all the map.
Making the ability to recon limit to 1 solves this problem.
Su-85
The SU-85 has allot of DPS that increases dramatically with veterancy bonuses (X0.70X0.80=0.56) plus 1.3 accuracy.
Instead of increasing penetration directly I would suggest moving the penetration to veterancy bonus and removing the reload veterancy bonus, else the units will vet very fast and become deadly once vetted...
The vet 2 and vet 3 bonuses for quad and FHT of increased reinforcement should be replaced with something else since this units can no longer reinforce.
I would actually consider lowering DPS and achieving current DPS at VET 3.
I'm by no means an expert on this, so if anyone knows more I'd like to hear their opinion.
The 0.50 is a weapon used by warplanes, for AA role (quad) and in real life it is extremely difficult to move with hands much like the Dshk. The round are allot bigger than that of LMGs.
It is extremely powerful, is accurate in long range (has been used by snipers)and it had enough penetration to engage most light vehicles of the time.
Historically neither Dhsk or 0.50 should be able to more maneuverable than HMG-42.
Some of the problem of HMG come form the fact that anti-garrison weapons are too common.
Spacial weapon like flame grenades and molotovs should not be in the hands of mainline infantry. They are better suited for specialized units.
I would suggest the following change to valentine:
Valentine
Make it normal light-medium call-in with no recon/artillery abilities adjust cost, CP, veterancy accordingly.
Allow to be upgraded similar to UKF command vehicle giving it the current detect and sexton bomb abilities while reducing its combat abilities. Limited to 1.
The issue with HMG is that they should be strong against frontal attacks but weak to flanks.
The are number of way to achieve this:
1)give directional cover similar to ATG cover. Target size could be be increased to 1.25 but the directional cover could add a rec. accuracy modifier lowering the target to 1 or even 0.90.
Benefits
2)change formation. Gunner no longer the front unit.
Problem
Benefits
3)reduce efficiency of HMG by reducing suppression and Damage but at a time buff similar working like kubel suppression. Stationary HMGs could gain more suppression, damage even los.
Problem
Benefits
4)Reduce capping speed or remove it completely. In the role as support units they should not be able to cap at normal speed.
...
If anyone think it is fine, then many more abilities need to be buffed to be the same (Forward Observation, return ISU152 selfspotting)
...
"Tracking" the non doctrinal ability available to a number of SU units including the ISU-152 provides the exact same bonus without requiring the units to be stationary.
Now if one adds the non doctrinal ability of T-70 and flares one will see that soviets have many spotting options of their own...
Not sure about the AOE idea... it would have to be implemented well or else PIATs might become too good as AI (might function as mini grenades?) Might be hard to implement too little splash and they are still useless too big and it's just constant AOE on squads. Though this might be a good thing as it would discourage OKW blobs of doom lol
Gamon bombs do 200 damage to vehicles and very little to infantry. Think of it like a mini Gamon bomb...
Problems:
Imo currently the weapon either perform extremely good or very poorly. Extremely good vs slow stationary/targets bad against fast moving targets, making the weapon rather frustrating to use or to be used against you.
Point 1 and 2 make it extremely spammable , any improvements to performance should have cost and availability (limit to 1 per squad? remove availability to team members?) revisited.
Point 5,6 and 9 make it extremely good against heavy armored vehicles since it has decent penetration, chance for rear hit even when firing from the front and very good damage on deflection.
Point 8 show that it on paper it has the highest DPS than other held weapons.
Points 9,10,11 shows that it can be used behind shot blocker, that it is micro intensive (since players best bet is to try to predict vehicles position and use "attack ground"), the luck of collision greatly reducing actually DPS compared to other weapons.
Suggestions: reduce spammability (see above)
adjust cost and DPS, having the highest DPS weapon being the cheapest makes little sense.
Increase scatter on attack ground order.
Reduce damage to bunkers. With high damage and firing behind shotblockers the weapon can be easily used to take out base bunkers with little time for reaction.
increase consistency with one of the 2 next methods:
1) Introduce collision, having a "ballistic type weapon" that has almost zero chance of achieving collision makes little sense.
In ranges 0-10 the weapon could use a lower angle allowing the weapon to hit target via collision. This aim at making the performance more consistent at close ranges.
benefits
2)Change the weapon type. Instead of being a "ballistic type weapon" (direct fire) turn it to explosive type weapon. Instead of actually having to hit the target it would be able to damage target via AOE damage and AOE Penetration.
Cover table would have to be used so that the weapon would do extra damage to vehicles similarly to PTRS/Boys.
Sure, but make them worth the increased cost in the first place. Increasing the cost because of DPS isn't one and the same though. Their piss poor accuracy against anything smaller than a heavy makes that somewhat redundant.
-Increase scatter on attack ground order
You shouldn't have to use the attack ground order in the first place. That's a roundabout solution to the issue.
-Reduce damage to bunkers. With high damage and firing behind shotblockers the weapon can be easily used to take out base bunkers with little time for reaction
Since when can static bunkers react to anything? lol. Not sure what you are trying to argue for there.
Point #1 seems like a decent enough suggestion. No issue there.
Point #2 is a bit iffy. That would be be bound to cause some odd occurrences, especially against infantry.
I do think that PIATs will see some sort of fix, though its unlikely to be anything like your suggestions.
Weapons with high scatter should not bypass their scatter with attack ground...(goes for a number of units)
Bunker can not react but piat can destroy them faster then someone can sent troops to protect them.
Piat damage vs infantry can be fixed the same way PTRS has with bonus damage vs vehicles as suggest in my suggestions...