From the Patch notes if you play the game you will notice these minor differences. If you keep your LMG Grens at long ranges, yes you can beat rifles and cons no problem, if you let them close on you than you should retreat and not stand there and losing squads.
Grenadiers
Intended to excel at long range
Highest long range damage output for its tier
Abilities load out geared towards long range combat
• Far accuracy 0.52
• Far aim time multiplier 3.25
Patch notes are nice but it doesnt match reality. the greatest strength of the usf infantry is that thx to smoke they can control the battlefield and can choose to fight either close or far.
same goes for shocks and scripts (oorah) btw.
You choose to run but you can easily lose a good position to a charge.
That said rifles with bar will still do a lot of damage at range and you can easily close the gap. simply put usf uinfantry with enough ammo will outclass grens.
Now this is not something i have an issue with. but you also need to deal with the hyper effective or us track with a rather under performing tier 2. ost tier 3 gets completely nullified by the jackson and tier 4 is nearly unreachable.
And the ostheer was the weaker faction in 1vs1 before the wfa expansion being vulnerable to shit like maxim spam and sniper spam.
The 2 most important fixes would be a better 222 (al the while increasing it costs) and giving the stug back its old TD role