RM cost 280 manpower, pretty much lose to volks 250 manpower. Only way RM win is when volk charges into RM, when RM holds a cover. You guaranteed to lose 1v1 match when RM charge into volk behind the sandbag.
Last couple patch removed the smoke from RM, which you could use it to close the distance to win engagements vs OB and volks.
Bar upgrade is 150 MP and 10 fuels, plus 60 munitions each bar. Single bar loses to Volks with STG(also 60 munitions) at the close, medium and long range. With 2bars RM has 60/40 chance of winning with the exception of vet 3 at the close and medium range.
I think it is time to bring up the bar dps dmg. Maybe make RM cheaper too.
The usf LMG, 2x LMG on the paratrooper is op, but it is balanced overall because the doctrine does not have a late game. 1LMG on RM, doesn't do anything, which I don't understand why it cost 75 munitions and comes at 3 CP. LMG 42 is only 60 munitions, and does more dmg than USF LMG.
2X LMG I think it is fairly balanced, since it cost a lot, and comes at 3cps as well. And captain doesn't have aoe On me ability anymore, so you don't have that instant MG wipe.
On the other hand, rear echelon with 1 LMG is actually super good. Cheap and more dps than RM.
I think the biggest issue is RM not having smoke to close the distance to win engagements.
And why is the USF grenade upgrade cost more than the British grenade upgrade, and it does less damage than British grenade.
From Cruzzi's stats
BARs are 10.8/8./4.4
Garands are approximately 4.4/2.8/1.7
Both Garands and BARs have higher moving accuracy, and Riflemen have a smaller target size.
STGs are 7.8/5.4/2.0
Volks KAR98s are 3.5/2.7/1.8
So if we're talking early game, yes you are correct. Sturms and Volks beat the hell out of Rifles in the early game.
The problem is that you can't make a one-sided argument by ignoring how advantageous the mid to late game infantry engagements are for USF. You can't buff Riflemen early game while ignoring the vastly superior scaling of USF Riflemen. A Vet 3 Rifle squad without upgrades will narrowly beat Vet 3 Volks with STGs. Riflemen have much better combat bonuses from veterancy than Volks, and the ability to double BAR them makes them incredibly efficient for a single squad population-wise.
Not sure when you started playing, but double LMG Riflemen were removed from the game because they have similar ranged dps (approx 23) to an LMG Obers squad (approx 25). The fact that they're more easily spammable, cost less to reinforce and build, have utility abilities, and will already be Vet 3 by the time Obers appear made that combination way too powerful.
If Riflemen gets early game buffs, then USF vet scaling definitely needs to be tuned down in exchange.