For some reason, the M2HB has always been on the receiving end of having weird outdated stats. Also, not sure if snipers and other support weapons have the same values.
I don't believe other MGs or snipers use that value.
Agreed on that unit- super high damage, really low RoF. It also loses its good penetration at vet 2 because that variant of the weapon was never updated.
I think the only issue that's come up with the switch is the captain has improved reload with vet, which benefits bazookas the most. LT should probably get that instead if he hasn't.
EDIT: he's talking about "focus fire: false".
It doesn't increase or share damage, it means any squad member can be hit by the burst, which leads to more health damage and fewer entity kills. The BAR has that setting, which probably leads to more low-health retreats for German squads.
Most close range automatics have that setting (except Thompson), and most long-range automatics do not.
What if, instead of 6-man rifles, you could get a 6-man LT or Captain? They're already special riflemen limited to 1 each, so they could gain abilities that would be too strong on mainline units.
Like this idea:
So, replace rifleman flares with "Forward Observers". 3CP upgrade for LT/Captain, but only 1 at a time. Adds a (cheaper) flare ability, a Pathfinder, and an artillery ability (I&R Pathfinders, Major? Not sure). Takes up a weapon slot.
Just do that, buff Fire Up (lower cost or no exhaustion), and the commander is good, I think.
RE: Micro -- I actually disagree. While I suppose you have to aim the gun in the right direction for the 17 pounder, the Pak43 has an, I assume unintended, feature that basically let's you auto-aim it (albeit as a reaction).
Oh right, I forgot about that. The inconsistency between the two guns is odd to me.
Still, a slow rotation speed for the gun makes flanking it viable and can allow the gun to be more powerful where it's pointing. I think that makes for more interesting gameplay and decision-making.
I'm ok with these units since they require some amount of micro from the player using them. That's why they're more fair/engaging than the Bofors or CoH1 88mm.
I would actually like to see them able to be moved slowly, maybe via truck/halftrack. That would give the player even more to control, and make hunting them down more interesting than hitting a delete button on them at your leisure.
The "dismantle for refund" ability is kind of the same idea, but lets you get rid of them once they've done their job, which is nice. That was probably the right way to handle the issue this late in the game's life.