Ostheer PzIV, Panther and Brumbar get only armor as bonus not armor and HP. And the armor bonuses they get has very little affect since the heavy TDs get bigger penetration bonuses.
I personally use the Dozer upgrade many times since it allow the unit to survive 2 AT weapons firing together.
I am generally against incendiary grenades in mainline infatry. Imo it should be available do specialized units to make them more attractive.
Right forgot that got changed (it used to right?). Still, its a pretty big tradeoff that is useful in that scenario you brought up but its oftentimes better to just be that much faster and be able to back out before you even take a second volley. You won't be outrunning anything except a pak or pgrens at max range with the dozer blade, and that'll oftentimes get shermans killed. I really don't see why there shouldn't be a toggle for the blade like in coh1.
I agree with that sentiment but that's currently not the case, and I don't think they're going to take incendiary nades off of volks anytime soon. Volks' nade assault doesn't even share a cooldown with their normal incendiary nade. The riflemen's incendiary also seems a bit overpriced if it's the same as a molotov (although the riflemen's throw animation is significantly shorter).
On an unrelated note, the mod reverts usf back to the pre-tech changes patch tech structure lol (50 fuel LT and 60 fuel capt). Could use a fix just to make it a bit more properly usable/testable.
Just noticed I had accidently picked a tuning pack so I'm guessing that's what caused that. Didn't bother to confirm that though.
Also, just picking the commander locks rear echelons out of using smoke even if they don't have the riflenade launcher. Is not having smoke on the riflenade upgraded squads intended?
Edit: It also locks officers out of smoke too. No smoke at all lol.