Ah yes the incredibly OP tank traps carrying USF's entire roster ATM.
Why mills bombs have no min range I don't know. I guess they're supposed to be a defensive grenade which makes sense. Also not that huge an issue if we're being real though.
I actually like the 250 though. Put some 5 man g43 german infantry grens in it and roll around pushing off every squad that doesn't have snares, and if a light vehicle shows up hop out and faust it. The thing can even reinforce after vet1.
1. early-tank-traps destroy the hole early vehicle-play. Maybe you never play versus people with knowledge of how to destroy the path-finding-system of a map.
2. Self-defens grenades? lol they have same power as Geballte, have no friendly fire and have very fare range. They are simply broken.
3. If they fix ptrs, that would be an option.
Doesn't mean tank traps have anything to do with an infantry squad lmao.
Broken cover-system has something to do with infantry.
Yellow cover is enough for them, give US sand-bags -> passive upgrade for tank-traps in lategame, to use them as tank-blocker. NOT as cover, they were never build as cover elements. Only idiots think that.