I think overall, the reason these maps were "highly vetoed" is because they were just too small.
I don't have data on this, of course, but from my own personal experience, I enjoy a map like Minsk Pocket in 1vs1 waaaaay more than something claustrophobic like Bryansk Forest and Caen.
Maybe it isn't even about overall size but rather the shape of the map too. More elongated maps where opponents don't have such an easy time rushing points near your base just feel more fun, feel like they reward flanking more, and just feel more tactical and less like they require Starcraft-brand 9,000+ APM micro.
Any officer who doesn't stand with his retinue in the back with a smug grin on his face, killing enemies and calling in abilities, is no officer I want on the field.
I've lost track of which officer squad(s) is getting changed to an assault squad, and which are remaining long range, but I'd rather they all be long range. Having more than four models is already a great buff.
Volksgrenadiers MP-40 Upgrade
We find the risk vs reward of the MP-40 upgrade, although appealing, not worth the trade off in its current state. Thus, to improve the cost vs benefit, we've applied the following bonus:
Now also confers a 0.93 received accuracy bonus
Won't help. Has nothing to do with the unit. MP40s are completely useless, they deal no damage at any range other than melee, and in actual games, getting into melee range is impossible against anyone with half a brain, smoke or no.
Buff MP40 damage, for crying out loud, and do it across the board, so that Ostheer Assault Grenadiers actually see some use for once.
We basically moved the paradrop aspect of Airborne assault to the Fallschirmjager paradrop. You don't need two abilities that do exactly the same. This is especially if keeping the Fallschirmjager drop would inflate the cost of Airborne assault.
Now, if you want air support you use airborne assault. if you want a paradrop, yo use the paradrop. If you want both, you use both at the same time (and also benefit from on-field reinforcements while the assault is active).
Except paradrop costs manpower, so like I said, this subtracts at least one Fallschirmjager squad from the match, which you would have gotten otherwise for just munitions.
You can't get the same number of Fallschirmjager squads when you have to pay manpower for them all.
Well, I may not have phrased my observation well. It wasn't just an issue of losing considerable models.
There were multiple scenarios where both units exchanged flame blasts, and I'm fairly certain that not ALL instances can be attributed to bad luck in positioning relative to models, but every single time, the Sturmpioneers' damage was absolutely minuscule.
Could probably use a lab, but I have no idea where to get that testing client people on YouTube use to demonstrate patch changes via that huge drop-down menu that can spawn anything and change settings on the fly.
Also, incendiary grenades underpowered, what the what now? No clue what you are talking about but it's been a looooong time since flamers have been touched
Have you ever tried actually keeping a unit in a building that's set on fire with a Volks incendiary nade? Just seems like people never bother to and just assume it deals the expected high amount of damage to garrisoned units, even though it actually doesn't.
Ignore the results of the match. Just the terrible matchmaker at work. Poor guy kept putting all his units into cover even against flamethrowers.
Except... doing so didn't really harm him nearly as much as it should have.
Exhibit A: On multiple occasions throughout this replay, you'll see Sturmpioneers with Flammenwerfers facing off against Soviet Engineers with flamethrowers, with the engineers being in cover practically every time, while the Sturmpioneers are out of it.
You'd expect the engineers to melt in two seconds... but they actually manage to kill off multiple models each time, in a 1-on-1 engagement.
If this isn't unbalanced, I don't know what is. I guess maybe it's a bug? But I somehow doubt it. That flame nerf like a year or more ago went waaaaay overboard, to the point where now both Volks' incendiary grenades and, clearly, Sturms' Flammenwerfers are just blatantly underpowered.
Revamping Feuersturm won't do snot if this continues to be the case. Why bother upgrading to a flamethrower that doesn't deal bonus damage against units in cover?
Surprised it took this long. Paratroopers not para dropping, but instead magically popping out of buildings inside which they were sleeping? Weird, in retrospect.
I trust the para drops will have a plane fly overhead, right?
I just love playing all doctrines that have planes in them in any capacity, and obviously, Luftwaffe Ground Forces is the most prominent of those, so having planes flying by dropping elite infantry just adds that much more to the immersion factor for this doctrine.
Removing the Fallschirmjager squad from Airborne Assault though... not a fan of that.
The combined arms approach of the ability really had a great feel to it. You drop Fallschirmjager while clearing the area. A spectacular entrance for spectacular troops. Now it has to be combo'd with the drop ability, which also means one less Fallschirmjager squad on the field in general.
LMGs don't work properly on the move, and work terribly when stationary outside of buildings because of the slow turning and not firing.
In fact, G43s are the only viable upgrade for Grenadiers unless you're playing on a map that's just jam packed with garrisons.
From munitions cost to performance, the only advantage LMGs have over G43s is being able to put out solid DPS from a single window, which in the majority of cases isn't as good as having two G43s, and in the coming update, three G43s.
Yes, Grenadiers are stupidly flimsy, and that's a problem that's never been addressed (the spacing "solutions" are a farce), but that's all the more reason for why they really need to be able to fire powerful shots on the move and not lose DPS to LMG setup (not setup-setup, but pseudo-setup related to how the LMG-wielding model turns and prepares to fire, and various pauses it takes constantly).
With Grenadiers, every second counts during a firefight, and G43s allow you to capitalize on those seconds with maximum efficiency while the LMG-wielding Grenadier squads fidget around not firing and bugging out in various ways.
I'll say the same thing I always say: veterancy doesn't matter whatsoever when a unit is unviable at 0 vet, like Volksgrenadiers are, because performance at 0 vet decides whether the unit is constantly catching up to enemy infantry all match long.
Volks don't have immense survivability (received accuracy or health per model) out the gate, they don't have any serious damage out the gate, they don't have the advantage of six models, and on top of it all, they have a fail-grenade that seems to have been given to them purely to avoid too many similarities with Ostheer Grenadiers.
The vet 3-5 bonuses mean squat all if you lose the entire map in the first 5-7 minutes of the match.
Like Tobis stated it's more of the faction overall than the Volks themselves (even though it is welcomed they get beaten more easily with vetted Rifles and elite infantry) Its the fact they get sudden spike in power when they get STGs and incendiary grenades. Incendiary grenades are great due to have so much utility due to not only countering garrisons but denying garrisons AND cover as well. Did I mention it has a very quick throw time? A common occurrence is having a squad behind green or yellow cover and Volks can move and grenade and still do good DPS due to STGs on the move accuracy. You dodge but now you're in the open or have to move further back while still getting shot by STGs.
I wouldn't mind if they kept STGs but the incendiary grenade is where the issue lies. If they gave them their normal grenade back it would be fair enough as volks have improved quite a bit in terms of combat power than when they were 235 MP especially given the new garrison changes. It'd also encourage more Liegs use to counter garrisons.
I don't know what how Volks could get reworked if their STGs were removed.
Have you ever tried actually keeping your squad in the building that's been set on fire by a Volks incendiary grenade? Just curious. Because if you had, you'd see that they're purely psychological noob traps. They utterly underperform even Molotovs, let alone all other fire-based denial tools in the game.