HMG's capping points is not good for gameplay, but a flat removal of it will punish Wehrmacht and British as they typically open with MG.
The way I did it in my (non Relic) mod was that HMG teams can not capture in combat, the moment they engage enemies the cap stops until they are out of combat.
Regardless, likely not something we'll ever see changed.
Its mobile tier that give you good AI and early game pressure
Wrong. Conspam gives far better early game pressure than T1 and Penals. Only thing that I can see giving good early pressure is Conspam + quick m3 Clown car.
Saw the vid and you briefly mention the M3 and the SU sniper. Again, once the changes to Penals are implemented, the current situation would still remain the same.
-Are penals worth getting or not? You won't think about combining your army composition with M3 and snipers (you get sometimes a single one depending map and opponent and still not worth the cost/risk/reward).
I know there are some ideas roaming around on how to bring T1 as a whole into the late game, but this means it's just a stop gap patch till the other changes are on the scope of been implemented.
"What do PTRS Penals do, that Guards don't? And the answer is really nothing..." That's the problem. We are not getting T1 because we want snipers and M3, we are getting it because LIVE Penals with Flamers are OP.
The whole point of high risk/high reward on T1 was when either M3 and/or snipers were OP. Every noob can just blob around a ball of Penals with flamers and Guards and be effective. That's not the case with utilizing either snipers or clowncars. That's why live T1 is low-medium risk/high reward.
-Less relevant but i won't think PTRS penals will make Shocktroops return.
-IMO, the key to bring T1 into play is not having a single unit been viable/OP rather than the whole tier been balanced. I think with PTRS or not we are going in the direction of making Penals balanced but again making T1 been dead. Why not play Cons/T2 instead (quoting Jesulin/Hans) and with that, why not play USF/UKF competitively.
1- Penal: I do think that the AT Satchel is really a great idea. Why? Cause it would be too easy to bully/push around the unit if that wouldn't be the case. Guards have button to avoid this.
2- M3: same with other light vehicles (Kubel) why not start by reducing veterancy requirements.
Better veterancy? Utility? Faster unload/load of troops?
3- Sniper. Since we have to embrace the whole 2 man snipers concept why not:
-Make flare vet 0 again. Flare (same with mortar/trip wire) reveals cloaked units. Flare are shot by the spotter only.
-Sniper model has same sight range as infantry units (35)
-Spotter models has current sight plus 5 (45>50). You will have same sight range as shoot range.
-Vet1: increase spotter sight range by +10
-Spotter and sniper model can independently die. Spotter is cheaper to reinforce than sniper model (45vs90).
Train thought:
Nice response. We are testing more changes to Penals internally to give them some anti infantry utility and interactivity.
Why is everyone hell bound on putting anti tank in soviet T1? German T1 doesn't have anti-tank ... why must soviet have it? If you want to spam Penals because they're boss, what's wrong with just picking Guards/M42 doctrine, building T2 for AT guns, or going for SU76? I don't get why everyone is forcing an AT option into soviet T1 ...
Edit: this just came to me... why not just let Penals have access to AT grenades?
Because assuming that Penals are balanced, nobody is going to bother going with a risk/reward tier there is so many other options. Tier 1 needs access to some kind of anti tank, else Tier1 will just never be seen again.