Because 3 mp per model, when full popcap means 120+ mp income per minute is a HUGE DIFFERENCE.
Like always, your claims about upgrades are nonsense, what about some FACTS even for other people so the bullshit propaganda stop spreading ? they get 2 stg for 60 muni and rifleman get 1 bar for the same cost.
A bar takes away only one garand.
The bar dps INCREASE is far/near is 5/14.7 - 1.84/7.66= 3.16/7.04
The double stg dps INCREASE is far/near 3.98/16.54 - 3.86/5.88= 0.16/10,66
The fact that you can make them get double bar and make the usf riflemen an overkill unit doesn't mean it is more expensive, riflemen compete and beat any mainline with a single bar upgrade (the second slot needs to be eliminated indeed now that usf has good team weapons).
Flame bade is merely an antigarrison, both grenades and flame nade meakes you inevitably move infantry, but flame nade can't wipe, it's simply a tool.
Ironical, i think any player would trade smoke "point and make hmg obsolete" and grenade for mainline over flame nade 100% always.
They don't get any particulary powerful in late game, they still have highest RA ever, even compared to cons, their dps is quite mediocre and the fail against vetted is/rifles if the enemy has the basic concept of cover in mind..that's why JLI, Obers, panzerfus, fallschirm are meta and so used while you rarely see rangers and para, since usf doesn't need those.
Yes. 3 manpower per model of mainline infantry that has to act as more or less a crutch for the whole faction is a "huge difference". They are also more expensive to make but that really is marginal. They cost double the muni to be considerably more effective than volks. Again, be careful with using hard dps calculations, as they may not be as accurate as you think. I'm no expert but if anyone else wants to take the time/effort to confirm on this godawful thread then I tip my hat.
As for flamenades vs. pineapples, you really shouldn't be getting wiped by pineapples. Also, mainline infantry cover denial is a "huge difference". Pineapples deny cover for, in practical use, maybe 1-2 seconds, while flamenades usually deny cover past the end of the engagement. They also have no fuse and a normal grenade windup time, so are almost guaranteed to cause damage to a squad. Most other grenades are pretty easily avoided by infantry with decent micro. Garrison denial on mainline infantry is also a big deal.
Also, smoke and make hmg obsolete? Sure, if you already know where the enemy's mg is before it starts firing and/or he has absolutely zero supporting troops of any kind (even pios will rightfully demolish suppressed rifles), and/or if he's just an idiot and doesn't reposition, all of which cases signal you outplaying the enemy. Volks can basically just waltz up to an hmg from the front (even single squads can sometimes do this to vickers or maxims) and flamenade it, forcing a retreat. If you actually flank, it works even better.
I never said volks became gods in lategame, but I maintain that they are unreasonably cost effective in both manpower and munitions in a faction that they have no business being so in. Funny how obers are seen more than rangers or paras. Maybe it has something to do with how easy it is to float mp as okw and how they're nondoctrinal? Meanwhile usf has many different things pulling faction choices, elite infantry only being one.