I don't like putting even 1 BAR on Tommy rangers for that reason. Am I wrong or do the tommys ovverride the BAR when one guy dies? So everytime you lose the BAR carrier it rolls the drop chance
Pretty much, yeah. A guy with a "squad weapon" won't put it away to use a different "squad weapon", and if no-one else in the squad has a default weapon equipped, it rolls for drop chance.
In my mod, I changed the Rangers' loadout a bit to get around this problem. they have improved Garands by default, and upgrade to 2 Thompsons and 1 M2 Carbine, which fires much faster than normal.
It bugs me how similar Rangers and Paratroopers are.
The margin of improvement from "Ranger" M1 Carbine to BAR is much smaller than M1 Garand to BAR. It's much less cost-effective.
Kind of an interesting part of US Weapon Racks is the weapon is always equally good, no matter who's holding it*. That means Rear Echelon Squads benefit the most from upgrades, and elite infantry the least.
*exception for Paras with bazookas, and also vet bonuses
Kind of reminds me of my friend who was happy he stole a BAR with a Fallschirmjager Squad and I had to break it to him that he actually just lost firepower.
Ok, here goes. A nitpicky list of suggestions for the UI. Patch-related stuff only. Yes, it's opinion, but that's the nature of writing.
And for actual Gameplay stuff-
The Commissar's pistol uses strange old campaign stats, dealing only 1 damage. It would be comparable in DPS to other pistols if it did 8 damage.
Assault Engineer Call-in Price is 280, should be 300. Call-in pop requirement is listed as 7, but they take up 8.
Sherman HE switch is in the wrong space, displacing the smoke ability, which is broken. This also makes the dozer upgrade abilities take up odd positions.
Captain receives Reload bonus with vet to use bazookas more effectively. This should be given to Lieutenant instead now.
Now, the M3 half track vehicle doesn't retain its veterancy if the crew gets out to repair. For Vet 2 and 3 crews this isn't an issue. Only seems to affect crews getting to Vet 1.
This is an issue with Shared Veterancy not applying to the crew. It was like this before. There may be a way around it; there's a reference to "Disembark Keep Vet" in the files, but I wasn't able to get it working for my mod. Maybe I'll look again.