As long as the original crew has its target size reduced to keep the it performance the same the change is good and it should actually be expanded to include HMG.
ATG crew do not need to become weaker vs tank mgs.
Mobile Mortar Smoke
This bonuses are a step in right direction although probably not enough, the problem remain the time from ordering smoke to actually delivering it which is usually too long.
To increase mortar usage I wold suggest to further improve the performance vs cover garrison by reducing the penalties (even as vet bonus).
I would so far to suggest reducing the ATGs capabilities vs buildings since currently they more attractive option than mortars.
Brummbar and Dozer 105mm Sherman
A good change but would rather have the gap between autofire and manual fire decreased.
Else at least add a note in UI informing player that they should use manual aim.
Bug-Fixes
Great work.
Is the 50 cal receiving the correct debuffs when suppressed?
It's not. The idea of nerfing all other units because another one is outperformed is simply silly.
And why wouldn't conscript general performance be important? Last time I've checked the notes, they didn't state "Conscripts veterancy 3 bonus 10 % accuracy removed agaisnt grenadiers and volksgrenadeiers specifically". This is not Footmen Frenzy.
You argument is contradicts your claim. IF Grenadiers/VG are "underwhelming" it the conscripts that need a nerf and not the Grenadiers/VG that need a buff.
But it is a bad argument to begin with, each unit has an optimum power level and bringing it to that optimum power level is correct approach.
Number of units that are not at the optimum level is irrelevant.
I have no problem. LMG gren could use a buff, vet5 Volks maybe as well, but what have cons too do with that? They are not fighting just those two units.
There are all mainline infatry and core of their faction. How Cosncripts do against obers is less relevant on how they do against Grenadier/VG.
apart from the moving speed debuff, all other stat is the same, meaning the EHP and dmg output is the same, and in live they dont create any issues/complain about combat performance with 3 lmg setup.
The moving speed penalty is enough to keep the unit from fighting effectively.
The repair is on par with other engie, and the combat performance of it ALONE is nothing special.
the tech path to get to heavy engineer is related.
and what exactly match up that a heavy sapper with an vicker K alone can stand up for ?
The upgrade alone provide a solid combo, but doesnt dis out any thing special COMBAT-WISE (as you mostly concern about their combat capable), and if more weapon upgrads are stacked up, the cost kick in and is a drawback.
i will make it clear, being badly designed and being broken/OP are two difference thing that you are trying to mix up when picking up my line and assuming that we share opinion. And, you are deflecting away from the part that you have to provide your replay on testing that prove the OP in heavy sapper 3 lmgs combat performance.
I am not mixing anything up and I have not claim the the upgrade is "broken", that simply katitof.
Again, I personally consider LMG grens underwhelming, but in half of realistic scenarios neither side can leave cover due to taking damage from other squads or MGs, so in those static cases LMG grens are a good type of unit to compare. STG volks and 5m Grens prefer encounters at closer ranges or while mobile.
So let me get this straight:
LMG grenadiers are UP, VG are UP and Conscripts are up.
Since these units are fighting each other where does the problem lies? In riflemen and Tommies being OP?
and all you have said about them uptill then was EHP
i suggest you actually use them in live game to get a grip of what they are now, then may be provide some replay of your "tests"? a couple of k dmg again AI or some win on empty test map mean very little.
I live the are build in T1 and heavy sapper have moving penalty both changes are a huge buff to them.
there are nothing wrong with the fact that an unit can punch above there weight with that kind of invesment, i pay triple the amount of munition to get similar lever of performance.
The unit perform above it cost and role with heavy Sapper upgrade alone, it does need any other weapons upgrades, that 3 weapons option is simply the icing on the cake.
If you compare them with engineers from other faction it is evident.
I tested heavy sappers a few games (not competitive) and didin't found them OP at all. Also tested them with flame throwers so i can have them on the field earlier and actually do smth until upgrade is available. Actually, i am not sure they are even worth it. I mean, for that kind of muni investment, commandos with grenades and lmg can have a much bigger impact and chance to wipe.
I would like to see some good players try to play them, but haven't seen any1 until now.
You mean in live or a preview game?
Comparing to commandos an elite doctrinal unit makes little sense, compare them with other engineer types units and you might be surprised.