How are the following ideas?
- Infantry Medkits now heal 80 health over 10 seconds (previously 40 over 10)
- Infantry Medkits no longer cost munitions
This would give Ostheer quick healing independent of a bunker and allow Grenadiers, Pioneers and Osttruppen to better support weapon teams and Panzergrenadiers.
- Panzergrenadiers vet 1 now allows them to detect enemies in the FOW (same 90 range as Tank Hunter IS, all enemy units)
- Panzergrenadiers no longer have Infantry Medkits
- Panzergrenadiers' vet 2 received accuracy bonus split in two; Half is now given at vet 1 (0.84^2 = ~0.71)
These changes would make it easier to flank with and properly position Panzergrenadiers as well as making their veterancy pay off slightly earlier. The range on the detection probably needs some adjustment.
- T3 tech cost increased from 100/45 to 100/95
- T3 Building cost reduced from 260/75 to 150/25
- T4 building cost reduced from 260/75 to 150/25
- T4 tech cost increased from 100/45 to 210/45
By moving most of the T3 teching cost into the research, T4 arrives fifty fuel earlier if you go T3 without affecting the timing of T4.
Pioneers could also have their Medkit ability replaced with a second repair bonus.
My main gripes with Ostheer are:
- 4 man grenadier squads suffer too much from RNG wipes from explosive weapons. It's much easier to get a nice core of vet3 main infantry with the other factions than it is with Ostheer. I think grens should be 5 man squads instead of 4 man squads, with appropriate stat adjustments to make the unit as combat effective as it is now.
- Brumbar is a bad unit. Its accuracy is sub-par and it has no other redeeming qualities. A panzerwerfer is a cheaper and better choice in 99% of gameplay scenarios.
- Prostruppen spam is slightly too effective.
A five-man squad would be a band-aid solution. The issue is with grenades, artillery, and tanks being designed in a way that encourages wipes.
There are two better solutions to this:
1. - The full solution. Rework all tanks so anti-infantry DPS is on the MGs, artillery has larger AOE and lower damage, and grenades do less damage but cover doesn't reduce their damage. This will never happen because it would be extremely time-consuming.
2. - A better band-aid. Set all infantry target sizes to 1, multiply the health of all infantry models by the inverse of their current target sizes and make all current received accuracy multipliers into received damage multipliers. This would need some tuning given that vet durability has never really worked against tanks but would help fix the problem with four-man squads and random wipes.
The Brummbar just needs cost and reload time reductions as well as heavy crush. Something like this:
- Reload time reduced from 9/7.5 to 7.5/7.5
- Passtype changed to heavy crush
- Cost reduced from 470/160 to 410/150
When balancing Osttruppen, the cover bonus might be a good place to start. It gives them 300% normal accuracy and they can spawn with standard Grenadier MG42s in some doctrines.
Not really.
One is faster and slightly more accurate, other is better armored, reloads slightly faster and have advantage in MGs and vet.
If anything, they are comparable with slight advantage to P4.
Given your assessment, I don't think you can deny that the Cromwell is slightly under-priced. A price of 340/120 would fit it better than its current 340/110.