And it still is not meant to win against more heavily armored vehicle that outguns it easily and does not have turret in frontal slugfest and just like in the day it was implemented, there is still nothing wrong with it today.
UC is soft counter to 221, not the other way around, unless you get a flank.
That isnt an explanation of why this is the case, merely a statement that it is the case.
Why do UKF need their (Unupgraded, by the way. A non-vickers UC beats a 221) UC to be a soft counter to the 221, despite its lower cost and quicker timing? I'm not sure of the justification behind it.
That depends.
Against 222? Not really.
Against 221 or kubel? Most certainly yes, even more so upgraded.
The kubel, sure, but the 221?
The 221 is doctrinal, comes later than the UC, and costs thrice the fuel (Six times, if we're talking about the 223, though the 223 does beat a Vickers UC). Why /should/ the UC win? Just the lack of a turret?
221 is not supposed to be effective combat unit against vehicles.
Its like complaining that medium tanks are bad against tank destroyers even if tank destroyers are cheaper.
Its AI vehicle and it will never be good against vehicles, especially upgraded ones oriented for frontline combat.
Is the UC supposed to be combat-effective against Vehicles?
USF cannot rely on a mortar for smoke, it doesn't fit their style. Mortar is too static. Riflemen need to be mobile, that's why they have smoke grenades. At least give them smokes via this Rifle Company. It would really become my favorite company and I'll probably always use it. I am 100% certain Rifle Company will not be a dead commander if simply given the smoke grenades instead of flares.
I mean, USF doesnt rely on the Mortar for smokes. REs, and all three officer units already have smoke grenades.
Especially considering how easy it is. And we still dont got have it
We can merely hope Lelic relent, and re-enable these abilities. I'm vaguely optimistic given the recent increase in attention they seem to be giving the game... but it all remains to be seen. Perhaps if we complain enough they might end up reconsidering?
Also, Volks don't scale as particularly efficient meatshield either. Actually, including cons, they have the lowest durability of all mainlines in late game both against dps and aoe damage. This was just a suggestion to fix their poor veterancy that considers stg volks change not possible (I doubt balance team is up for yet another rework and to mess up mainlines balance matchups)
Again, it's a facet of the faction having stock hyper-elites. Strictly improving Volk performance would need to be very carefully considered, due to the power of Obersoldaten, and doing as you suggest unfortunately doesn't fix the "real" issue that I consider OKW's infantry game to have; Which is that you seem to be /expected/ to lose squads in order to fit your Obers in.
Volks being weak/scaling badly wouldn't be a huge issue (though badly scaling "mandatory" units honestly isnt great design) if you didn't need to have quite so many in the early game in order to hold on.
I think we could do that with Pfussies. The current power creep balance with buffing them on Volks lvl early on is the wrong direction. If they are both equally good early on and Pfussies scale better, there is no decision anymore. Everybody will go for Pfussies instead of Volks. Lower their cost+reinforcement, buff their ra a little bit and remove 2 g43s or the whole upgrade. Low dmg, good utility and high effective hp pool.
The fact that Fusies and Volksgrenadiers are so similar is why there's this power creep going on, I think. They're the same type of infantry (Close/close-medium range) with broadly similar abilities. One or the other needs their identity changing, and I really do think it should be Volksgrenadiers. "Scaling" shouldn't be the major thing that differentiates them. Fusiliers should lose the sixth man from their G43 upgrade, and have their statistics rebalanced accordingly, and Volksgrenadiers should instead receive a sixth man/ra bonus/reinforcement discount through a "Mobilise" upgrade. Fusiliers gaining a sixth man doesn't seem to have any really logical justification.
What if Rifle Commander had an ability that allowed smoke grenades back onto Riflemen like when the army first came out.
Does USF really need more access to smoke? They already have the most prevalence of the stuff in the game, and I scarcely think they need to be able to totally invalidate MGs.