The problem with Wehrmacht is that some units really over perform such as LMG Grens, Paks, P4's, Tigers. Whilst as a lot of under perform, basically everything other than those and other things such as Mortars Stug E etc. There really is no reason why Wehrmacht should not just spam LMG Grens into Paks, P4's and then Tiger to close game. Wehrmacht really need to get their units balanced out so there's actual variety and unit mixing, it's supposed to be a faction of combined arms, but it's so far from it.
Pretty solid. Nice one, I don't think anyone can disagree. Once again apart from perhaps swapping T-70 with SU-76 tiers and giving the SU-85 some sort of frontal armour buff perhaps.
More than 1 Sniper is often cheesy and gimicky. 2 Snipers is not twice as effective as 1 sniper, and the amount of attention required to keep them both active and alive makes them hard to use. A much more consistent build is something along the lines of.
It's definitely counterable and dodge able, yes. But so are every other grenade in the game. The difference is they cost only a mere 10 munitions and are generally better than 30+ munition grenades.
The problem is Volksgrens with their Shreks and 5 Vet are super powerful against Tanks, and with Infiltration Tactics they are still really good against all infantry in the game despite having a Shrek that counters tanks. It should be one or the other, with a munitions increase to 15 or 20 Volks blobs won't be able to spam infiltration tactics at every single given opportunity, and yet still have enough munitions to all be geared up with Shreks.
Meanwhile in team games, all of the possible soviet early game infantry choices (penals and conscripts and combat engineers) just scale badly, maxims and snipers are the only things that can remain relevant throughout the game so you end up seeing them every single time with more organized teams. Before any sweeping changes to maxims, the long-term performance of conscripts and penals should be looked into to give more actual options for team game soviets.
If you were to reduce the durability of these squads, the performance of the guns would have to go up by quite a bit, which would create a whole boatload of new balance problems and would likely lead to just as many complaints from the anti-soviet crowd.
While there are some minor performance issues with short range firearms, the fundamental issue is just ease of use. With how the system is setup right now, you get very good performance just by selecting all your LMG armed long-range infantry, and amoving towards the enemy. By contrast trying to use short range troops generally involves much more roundabout maneuvering to setup flanks, use of smoke, and so on, yet the cost performance of these short range units is generally not THAT much better than the LMG blob.
While just reducing long range damage somewhat is an option, I do think it could be interesting if the LMG damage was made to spread damage on the entire enemy squad instead of focused on a single model. Right now a big part of the power of LMGs is that they will very quickly snipe off members from the enemy squad, forcing shorter range troops to just run away because having half a squad in melee doesn't really help them. Spread the damage out and you'll instead have a much larger though lower health squad coming into melee instead, which could actually do something. It would also make MGs a bit more efficient against LMG blobbing, because right now the gunner just gets instakilled in a row because all the fire is focused on him due to him being the most forward member of the MG squad.