Always 1 model; it needs to be possible to counter snipe the sniper AND remove the vet its gained, other wise it will always be imbalanced.
Snipers are inherently high risk:reward units. On one hand, every shot is a guaranteed 20-40mp drain on the enemy. On the other, one shot can cost you 360mp and vet. Disrupting that risk factor basically ruins sniper play, since one player is risking 360mp AND all vet whereas the other is risking a reinforcement cost.
The only mortar in game that is still an issue is ost sniper turbo mortar.
I would add the Soviet 120mm to that. Being able to retreat with 1 model combined with its massive range and AOE is just too much, especially in team games.
1. CoH1 Pio 'Negative zeal' on every single infantry unit. Have it start scaling after 2 units are nearby (so 1-2 squads ok, more = strong nerfs), giving increased received suppression and reduced accuracy or rate of fire. Moving 4+ squads around should be pretty much impossible in combat. There would need to be an icon showing if this was in effect, and how many nearby units are causing it (i.e. show negative zeal stacks). It should also not effect or come from support weapons, since avoiding being near your own static weapon crews wouldn't allow for very good support play.
2. Remove 'double upgrades' and any 'weapon drop' abilities. Double-upgraded squads should be very rare, not incredibly common. This includes bars, brens, DP28s, Shrecks, Bazookas, Piats, etc. Basically everything that isn't a 'role-change' upgrade (i.e. PPSH, MP40, G43s, etc.).
3. Replace all emplacements with mobile variants. They would have less HP than current emplacements, and could be decrewed, but would be mobile with a longer setup time. This would make building emplacement cities much worse, but still give static defenses a role. To prevent being decrewed instantly, grant a 50% rec. accuracy vs. snipers when setup. I also give an exception to MG bunkers (all team variants) and heavy arty, since mobile heavy arty would be a nightmare to counter, and MG bunkers are pretty weak.
Bofors/Flak -> infantry crewed/towed OKW 'flak ht' type thing.
17lb/PAK88 -> bigger crewed AT. Slower, but more range and damage than standard AT.
Mortar pit -> normal mortar
4. Remove infantry crush. It's funny (or frustrating) when it happens, but far too inconsistent to be balanced. Forcing infantry to move (and not fire) is pretty good already.
5. Reduce tank AOE vs. Infantry, but upgrade their MG power. Tanks should be good vs. infantry, but insta-wiping 3+ models isn't fun to play with/against. A more consistent DPS would be easier to balance.
6. No 'exception to the rule' type units/mechanics.
No 2 model sniper squads since it prevents counter-sniping
No '1-man mortar crew retreat' since it's inconsistent with the rest of the game
No 'brace' since it's only on 1 teams emplacements (and should be removed as per #3)
No reduced reinforce cost from vet since REs are the only unit with this
No 'mg outranging snipers' since snipers should hard-counter MGs.
etc.
I think those combined with Elchino7's ideas would result in a pretty solid game.
Also the general "bug fixes, performance improvements, less crashes, improved UX, etc.", but that's pretty much expected of a sequel.
The summary of those threads seemed to be that keeping it at 2 models is the problem. It doubles the chase-RNG for the 222 (has to take out 2 models), makes counter-sniping impossible, and results in mortar RNG (since they can 1-shot) being the most viable counter, all while giving the Sov player a '2nd chance' for a mistake on a 360mp unit that's supposed to be very high risk.
Unfortunately, other than reducing it to 1 model at 82hp, there's isn't a lot that can be changed. ROF can't be increase because it would be OP vs. OST, LOS can't be increased because it already has flares, survivability can't be increased because we're decreasing it, cost can't be decreased because it would be spamable. The only 'fix' is just a straight nerf, which isn't exactly great.
It seems you want to equalize specific units to balance things, but not take into account that they need to fight units of different strength. This wouldn't really work for a few reasons.
(interesting points below, but I didn't read the entire post first, so I put that stuff in spoilers)
Every faction being a mirror of each other isn't what people want. The problem is that certain units are over-performing in certain roles across entire sides of the game. Allied mainline infantry IS in general better than axis mainline infantry in pretty much every role except long-range static combat, which isn't very common in CoH2.
It's similar to how Axis tanks were better than allied tanks at pretty much everything until the DBP. That's fixed now, and the game is much better for it (no more mass-panther spam), but the same problem still exists with infantry, and it needs to be addressed. Sure, it might not as bad as the tank situation was, but it's still a significant problem that's facing the game; and one that could easily be changed by just limiting squads to 1 purchasable weapon upgrade. That's all people are asking for.
Why should 708 manpower, 70 fuel, 170 munition squads be weaker than 240 manp, 60 muni squads?
That isn't an accurate comparison. In a vacuum, double BAR'd rifles cost 280mp (squad) + 150mp/15f (weapon racks) + 120muni (double bars), totaling 430mp/15f/120muni, whereas LMG grens cost 240mp (squad) + 100mp/40f (T1 tech) + 60muni totaling 340mp/40f/60muni. The thing is, though, even with an extra 60muni, you still can't double-upgrade grens, so the muni argument is kind of moot since spending extra isn't a possibility for one side.
So really it's "Why should a 430mp/15f squad be weaker than a 340mp/40f squad?".
The answer is, they should be about the same; 90mp for 35f is a pretty good trade.
I was always more fond of the idea that when it goes down to 1 model it is unable to fire and has to be reinforced.
I actually like this idea a lot. I doubt we'd actually be able to get a squad size change, but that kind of mechanical change is a lot more likely. The only thing is, the reinforce cost would need to be pretty high (200mp+), since you're basically getting a 2nd chance to save sniper vet.
There was another thread just a few days ago... link
The summary (IMO) was basically that there's no way to re-balance the Sov sniper properly as a 2-model squad without ruining the brit sniper at the same time. Anything done to buff Ost/OKW power vs. the Sov Sniper means an increase in power vs. the brit sniper as well, which is currently in a good spot balance wise.
This means the changes need to be on the Sov sniper side of the equation, and the main issue right now is its survivability being incredibly inconsistent. On one hand, it can survive a sniper shot at full HP, since it has two models, but on the other, it can be insta-wiped by an RNG mortar.
You could argue the 222 should be the 'real' counter, but since penals come out of T1 rifle com (and can use PTRS/sticky satchel), they 222 is pretty much hard-countered before it even shows up. As a result, the mortar becomes the best option vs. sov snipers, since it has very good MP-draining powers while being very low-risk, but it ends up being really frustrating for everyone involved due to the reliance on RNG (OST needs luck to hit, Sov needs luck to dodge).
OKW doesn't really have this problem as the Luchs can counter the sniper quite well (better survivability vs. penals w/ PTRS), and the Kubel can apply pressure if the sniper shows up far too early (before a proper penal blob can cover it), but having two models does result in further RNG-based survivals (chasing it all the way to base, for example). Yes, there's an awkward 3-4 min period where the sniper could be out with no hard counter, but it's not too bad IMO.
My conclusion here (and in the last thread) is to make the Sov sniper 1 model like every other sniper, and increase its HP to 82. Other adjustments might need to be made, since it's a fairly large survivability nerf, but they can't be in relation to DPS (since it would ruin Ost even more so) or survivability (we're solving that here), and shouldn't be for LOS (since there's already a flare ability). That really doesn't leave a lot of room for 'buffs' to make up for going from 2 to 1 model.
Useless because it would be like the brit one but without any of the useful bits. You would literally be better off getting a mortar. Worse becauae you would be paying the same as an ost player for their sniper for the same durability but less offensive capability.
Make the sniper take longer to train, make the extra model more expensive and take longer to reinforce, buff the counters. Do NOT make it literally a shittier clone of the ost one with shittier stats and shittier vet. Mentioned above the cooldown on the soviet sniper is 4 times longer than the ost one.
The brit one at least offers support with the target ability and arty flares and doesnt have to retreat to base to heal up when a gren lands an lmg burst on it. The soviet sniper will have NO CHOICE but to retreat to base and would offer nothing but being slow AF at killing infantry.
Alright, I can see your point, but what would you suggest then? Keeping it as 2-model squad seems to be flawed, since it makes countering it too difficulty/tricky/expensive (can't counter snipe, 222 buffs ruin brit snipers, mortar RNG is too luck dependent).
I'm not seeing a lot of options for a 1-man sov sniper that isn't statistically worse than the Ost and Brit snipers; it can't have the ROF of the OST sniper (since it would wipe OST 4-man squads too quickly), it can't have the anti-vehicle power of the brit sniper (would make PTRS redundant) and we can't give it much more than 82hp.
So just make the soviet sniper straight up the worst one hand s down with nothing unique at all. That could work.. The old last patch demo treatment- nerf it so much its removed from all play forever but still technically in the game.
Make it like the brit sniper but without onfield AOE healing, or AT of any kind, no arty, and no support abilities Except vet 1 flares which you can get on a cheaper mortar that will survive an assault and ALSO kill models outright, often multiple, and provide utilities like smoke, all for 2/3 the price. Yep. Thatll fix the soviet sniper problem. 100%. Good work guys we did it!
Literally the only change is the squad size going from 2 to 1, and the HP increasing to 82. Not sure how it would be "totally useless" now, since its effective DPS would be exactly the same and its ability to survive RNG-wipes (mortar, etc.) would go up...