Soviet Sniper continues to be very strong (too strong?), but with the OKW earlygame steamroller unchanged perhaps this is necessary.
Luchs meta still will remain imo since pretty much nothing of that was changed bar the Kubel but the command panther followup is evidently much less dominant, which is nice. OKW T1 is still unattractive - flak HT has very poor impact for its cost.
Walking Stuka change isnt the biggest deal in 1v1, but judging from what I saw this game I think it might be situationally even more lethal in teamgames.
T34 got away without the fuel increase, which I think was necessary especially now that call-ins aren't nearly as potent.
Maxims are a lot better than they were. This is good.
ML20 might be too strong - it seems very lethal even out to max range scatter, making base bombardment almost always rewarding. Howitzer cost changes are excellent though.
Feedback not derived from gameplay
KV8, Command P4, Hetzer, AVRE probably do not need a price premium.
Feedback (pretty much what I gave re. original mod)
Ostwind is too strong - without terrain collision it both snipes individual men and squad KOs at long range or on retreat up close
Penal moving cooldown nerf is good
Dushka suppression nerf is noticeable, unsure if sufficient
LE.IG range is too short to be effective
Call-in cost changes are good, liking that it seems to be primarily a manpower premium so call-ins aren't a complete no-go; perhaps tweaking price more to further increase MP / reduce F premium would make for an interesting metagame / counterplay system
The problem with volks is not really the unit itself so much as the synergy with the luchs, medkits, and kubel (vs brits and USF).
5-6 minutes from game start you get a massive power spike with STGs rolling out, flame nades popping, immediately followed by the luchs- which can and will end the game if you don't have AT.
So you have a conundrum as the allied factions in that your infantry can no longer deal with volks, and yet you're going to have less infantry / team weapons to deal with the volks because you need to sink quite a lot of MP and possibly fuel to prevent the instant death condition that is the luchs. This is the steamroller that's such an issue now- volks are OP as part of this build but not otherwise.
Case in point - OKW T1 starts, which i've never ever personally had problems dealing with in recent months. Med truck starts get hammered by light vehicle play from LT and Sov T3, HMG spam (even as USF!), snipers, just about everything- unless used with fusiliers (which themselves are imbalanced).
Volks, of course, receive identical upgrades and unlocks after both med and mech, but with med truck allied factions can keep stacking on the anti-inf firepower and volks never become a problem then because OKW never gets the momentum.
This is very similar to how ostheer suffered vs USF back in the day- you needed a pak to avoid getting rolled by the M20, but the free LT meant that by sinking MP into antitank you lose all your map control to superior inf.
Ass grens with Faust would be an upgrade over grens and a down grade over LMG grens. IMO they just need better anti-infantry scaling:like a 60 munitions armor upgrade or something.
With a worse grenade, higher upfront cost, and performance that isn't particularly good anyway, I think they'd be pretty reasonably costed with faust (or as elchino said, a weaker snare especially since they have sprint)
Fausts for Assault Grenadiers (with T1, like osttruppen)
TLDR
Assgrens are counterable by infantry play and are balanced in that regard with their cost and timing
Additional weakness in lack of faust exposes assgren play to cheese in the early game and heavily disincentivizes them in the lategame (amongst other things)
Giving them fausts would not significantly affect matchups to the point where assgren spam / cheese play becomes a problem [may need observation vs brits] and would make for more variety ingame
Single Shreck for Panzergrens
GCS and 1v1 gameplay clearly shows the propensity for wehrmacht T1 units over pgrens in the anti-inf role. This is not necessarily due to T1 being overboard in strength, but rather due to the lack of niche for panzergrens in the wehr anti-inf roster.
Grenadiers are almost always preferable [even when both T1 and T2 are present], with fausts, much, much lower initial cost, weapon upgrades (particularly G43) that allow the unit to punch above its reinforce cost]
Snipers bleed no manpower and due to how important / impactful this unit is in the USF/UKF matchup and against soviet sniper, panzergrens really can't compete
Single schreck would give the unit a niche in T2 as a 'safe' multirole purchase.
Pgren blob / spam would neither be efficient nor uncounterable, given their high upfront cost, not-overly strong anti-inf performance, nerfed bundle nade and weakness of single shreck in coh2 due to vehicle mechanics with pushing and general high lethality[see current sturmpios for reference]. As such, Wehrmacht T1 + pak or stug would still be the more cost-efficient tier for specialized units, but panzergrens would offer a flexible alternative in a faction of specialists
Other suggestions (without reasoning, maybe later) 0CP Mortar Halftrack Riegel mines able to be laid by pioneers and 222s
Oh I thought you meant conscripts period (like the squad on their own). You could crew an mg42 with grenadiers and it could probably beat flanking rear echelons or even combat engis though, even though it'd be a bit closer.
Another thing to consider is that maxim is nowhere near comparable to mg42s.
This applies to all soviet recrewed weapons, and also every captured team weapon- not just the maxim.
Are u talking about base crew or support weapons recrewed by conscripts?
If it's for the first, has there been any change to that?
If it's for the 2nd, this happens with all recrewed weapons. Not sure how to lower effectiveness on that specific scenario. I mean, if you recrew an MG with Pio/RE, they will probably own non full member squad who decides to close in. Same thing happens if you attack a base OH support weapon close range with RET.
While FMR is active they stomp whatever due to the added armor (live) and the added 50% accuracy makes those low accurate mosins actually do something.
Crewed with conscripts. with other factions you only get 3 guys firing and you lose DPS very quickly, becoming a non-factor- the only ingame situation where i've seen crewmen affecting a fight as non-soviet factions was with, of all things, fallschirm-crewed weapons- but that's a heck of a niche case and expensive/slow to reinforce anyway.
Currently conscript crewed weapons are pretty unreliable, since conscripts already have bad accuracy and there's a further 25% penalty on crewmen, if I recall. Penal crewed weapons are obviously pretty strong but those do cost a fair amount more to reinforce. In the EFA revamp, the greatly buffed accuracy of conscripts even at the cost of damage makes their performance very consistent and quite strong.
FMR obviously gives them a buff, but the ability making team weapons virtually unflankable seems very unintuitive. If the ability made the crewed weapon better at it's role during the duration while still retaining its vulnerability to flanking that would be ideal.
Hmg crews beating flanking unit should not happen, especially if the reinforcement cost is the same with original hmg crew.
^considering they're already more survivable than other faction's crewed weapons, having them straight up beat a flanking squad with bonus firepower is pretty dumb.
Also with for mother russia active they stomp flanking grenadiers and give sturmpios up close a run for their money
You guys might want to take a look at and rein in the 6 man crewed weapons with the new conscript buffed accuracy. They straight up beat pioneers and osttruppen head to head and do more damage than they deserve to actual combat squads on their own.