2. Forward Observers (USF Recon Commander) 1CP passive ability granted to rifleman. I’m still not 100% the exact stats on this ability. I think it increases rifleman vision by 5-10% while they are garrisoned/in cover. Great so you can see like +3 range? It is not even noticeable.
Simple suggestion: It should be a base vision increase of +10. Especially considering this only applies while the unit is in cover/garrisoned. Perhaps add a timer to this so that it would take 5 sec or so while in cover/garrison before the bonus kicks in.
This ability is way worse and restrictive than most realise. It only activates when in cover, not moving and not incombat. All three conditions need to be fulfilled. Rifles are completely inappropriate for this since they should be moving and fighting.
Then comes the bonus which is negligible on a unit that doesn't have a good line of sight to begin with and last but not least, the ability is bugged. Every entity of the original squad is able to cast it however as the game progresses you'll lose all members of the original squad which you then replace by reinforcing, since reinforced entities do not get the ability you'll eventually indefinitely lose the ability on that squad.
What should be done:
1) fix the ability
2) make it just a bonus to los of rifles without any conditions that prevent it from triggering. 5-10 sight would be good.
3. Air Dropped Combat Group (USF Recon Commander) 7 CP 900MP. Drops two paratrooper squads with random weapons. These paratroopers do not have any of the combat abilities associated with airborne company paratroopers but have light AT mines instead. Also drops unmanned AT gun. Ok there’s a lot going on here. The biggest issue is dropping an unmanned AT gun. Dropping an unmanned weapon behind enemy lines is just ludicrous. And why do these paratroopers have to be different from the others? I mean what’s the point of the light AT mines that late in the game??
Simple Suggestion: Lower MP to 700. Drop two paratrooper squads with a random amount of experience, they will be just like the airborne commander paratrooper and can upgrade weapons. They do not have light AT mines.
I don't like the random experience thingy. Experience should always be gained by doing something other than rolling a dice.
My suggestion would be to make it a single airborne with even chances of getting thompsons, 1919s or bazookas for 400 (since you get the upgrade for free) and make them the same as the other airborne. At the moment the chances are 50% zooks and 25% thompsons or 1919.
As it is now, the units are also bugged. They should receive passive healing at vet 2 like the other airborne which they do not. They also have 1 weapon less than normal airborne (3 thompsons, 1 1919), the thompson squad also doesn't get the tactical assault ability that normal paras get.
Before relic changed the recon paras to be the same in vet as the normal paras they used to have better stats (accuaracy) and had a better formation (line instead of triangle). They removed the things that made them an interesting alternative and forgot to give them healing when giving them the same stats and vet.
There is however something interesting about the thompson squad, although it only has 3 thompsons instead of 4 and no "tactical assault" the squad can equip an aditional 2 weapons like bars, which makes it a fairly potent squad.
The combat group, not just airborne, is also affected by a bug. The combat group requires 18 pop cap, if you have anything qued that hits field and brings you over 82 pop cap, you'll get 1 at gun for 900 manpower and no squads.
4. WC51 Truck (USF Mechanized Commander) 0CP 240MP/20FU. This is a fairly effective unit but I still think it just a tiny tad underpowered mainly because it dies quite easily to gunfire from frontal shots – especially when considering its high fuel cost for a scout car.
Simple suggestion: Increase HP from 180 to 200.
They should also fix that the "withdraw and refit" ability which doesn't return the 75% of resources it should for the WC51 truck.
I also would have at least 4 additions to the list which I can think of right now:
9. Fix the major artillery "rapid artillery" (one of the most amusing names in the game)
For some reason they confused min with max. It would still terribly underperform for it's cost even if it was fixed, but at least we would know what it would be like as it was intended.
10. Fix the usf nade (rifles and paras) wind-up
Not only is it not a multiple of 0.125 as it should be it's also more than twice as long as any other thrown nade (0.25)
11. Fix crew weapon reinforce for the 50cal and the pack-howitzer.
The 50cal has a reinforce of 35 manpower (for comparison the mg42 22). The same goes for the pack-howie, which has a reinforce of 40.
The population requirement for the pack-howie is also very high at 11 popcap. Reduce it to 9 like the isg. The pack howie also needs 3 crews to be moved.
12. Fix the 50cal.
The 50cal has 300 hp as opposed to the 350 of any other mg and only has 10 armour instead of the 70 (the dshk also suffers from this). This has the effect that the gun is destroyed a lot faster due to the fact that nades (25 penetration) will penetrate. This has been somewhat remedied by the last crew weapon change.
13. Why was the m8 greyhound's rate of fire ninja nerfed by 25% last patch?
Cruzzi uncovered this amongst other things:
http://pastebin.com/d3ST0xr8