A five-man upgrade adds balance issues without addressing the problem. The problem is that four-man squads and team weapons are easily one-shot in late-game. Moving AI DPS from tank main guns to tank MGs, giving artillery larger AOEs with less damage, increasing squad spacing, et cetera would be a better long-term solution instead of inflicting 5-man Panzergrenadiers on CoH2 and eventual threads for 5-man Fallschirmjagers, Infiltration Commandos and Sturmpioneers on this forum.
2 is sensible. A slight (5 fuel) price decrease might be alright for 3 but the Panzer IV would be far too efficient at 110 fuel.
I can't really comment on any of these but I'd be interested in how you would implement 2.
1 sounds good, 2 sounds OP, and 3 is extremely vague. I don't think 4 is really needed either.
I agree with 1 and 2. 3 is a little excessive. Reducing the rotation rate would be enough to reduce their crushing abilities, a speed nerf is unnecessary.
4 needs some consideration.
This would be a very nice change.
thanks for the feed back
About the 5 man ost is to both fix random wipe (relic will never fix spacing , I think is too deep in the code) and to make pg a qqu unit viable and green to match other inf in the late game for team weapon is just a anti wipe buff
For p4 I meant between 110 and 120 ( 110<x<120 x=p4 price)
For the m42 is not so op it needs to be always same target and needs 2 shoot to pen
For kv1 something like ho to 1040 less scatter on main gun with less reload and price to 120 , kv2 idk maybe hp buff and pen buff
Well for the Cromwell right now it has 38 if we bring it to 32 (same as p4) there is no problem but if we bring it at 34(same as Sherman ) a 6,7 speed is needed