It's funny you have a WC pic and talk about 7 years and complaining the game is still "totally imbalanced".
While i would love to see some other changes been applied, that remarks lacks what an imbalanced game looks like at all.
The game is playable non meta wise, because non doctrinal options had been improved. 2013 to 2017 sends their regards.
Your complains are also totally dependable on which game mode you play.
For major teamgames: it's since release till UKF was released in favour of Axis and till they patch out all the BS from UKF in favour of Allies.
For 2v2: it was back n forth with different metas.
For 1v1: back n forth with different factions been the stronger ones.
Finally: there's no such things as "early or late game factions". The extremes had been toned down, be it weakness or strengths.
But what about going further than a rollback? Like making t2 30-40 fuel, buffing maxims, and tossing molotov tech in there with it?
That ends up been a "buff" to Cons based strats as you save the Molo mp cost when teching up while on the other hand it just delays even more T70 unless you opt for cheaper T1.
While you wouldn't be able to spam Maxims from start, the extra +25f would just put it barely behind say a triple Conscript opening or maybe 2 Cons + 2 CE. Counting the starting 20f, it takes around 2mins or a bit more to get the fuel.
We had Penals with flamers which were OP cause they would have a follow up in Guards. But the tier without OP Penals wouldn't really work cause either sniper/M3 are too AI oriented with limited timeframes. IIRC we were also living in mobile defense/222 OH sniper meta.
Therefore the design was to remove the flamer and give the tier some soft AT (i would had preferred an M42 AT gun).
I have advocated that after AT Penals design was established, that they could easily make them pay for both the normal satchel and the AT upgrade by linking it to the HQ upgrades as a way to nerf Penal strats when they were too strong.
The units you mentioned not been used as much are ALL a result of the units been nerfed. The M42 was never used till it got a rework. Guards saw META used then nerfed to see no use and then buffed to a decent level once again. 120mm became a bad unit comparatively before all the other mortar nerfs. Dhsk saw use depending how strong the commander it is in the respective meta. Su76 saw a decay on use after multiple nerfs to stop their spam.
If the point is nerfing slightly the faction, the cost of T2 could just be rollbacked. But that would do nothing to stop Maxim spam (if you are saying it could get some buffs if it appears later in the game). Even if you are delaying time construction by a bit, if the unit is good to be built early on, it would still be spammed with a 2x CE opening. It might had the same issues as Penals opening (giving up map control) but it would probably bring issues on 3v3+.
The only sensible type of buff the unit could receive, it's around T3/T4 timing depending on how good the buff on the unit it could be. Which would be mitigated by other faction having more tools and the map having more random light cover spread out.
Yes, he should have. Which is exactly why the Maxim is so frustrating if there is light cover, the PGrens should not have been able to throw in the first place. I assume we agree on that.
But to be honest if you reposition your MG you can assume that it should win. I stopped the time: From being suppressed starting the throwing animation was not even 2 seconds. And the time to the grenade exploding were an additional 4,5 seconds. So he had about 3 seconds from supression to ordering the repositioning, otherwise quite a few members will eat the grenade. That's enough time to do it, but when you reposition your MG you usually assume that the enemy squad should be suppressed and stuff like this does not happen. Look away to some other fight for 2 seconds and there is no way to dodge it anymore.
The whole issue in this video arises from the fact that the first model of PGrens was in yellow cover for the first burst of the Maxim. Thereby the squad did also not get suppressed by the short second burst and the PGrens were almost in throwing range by the third burst which finally suppressed. This is just bullshit.
Small correction. The model at which the Maxim aims at, is not receiving any cover. The cover icon appears when half or more of the squad is receiving any kind of cover.
You can deduce at which model it is aiming by how it died a second later.
Suppression and accuracy have almost no meaningful correlation despite some claims otherwise. Tests have been made both for against this theory and I think generally speaking the case is much more conclusive that there is no correlation. I think mainly the Maxim's ROF and to a degree burst time should remain exactly the same at all ranges and it's DPS should be balanced around accuracy. This way suppression remains more or less constant as well. The Maxim actually attains decently high rof and therefore suppression at point blank range.
On the open or yellow cover, when using a single source of suppression against a SINGLE squad, it is meaningless. With other units which can provide suppression it might break the suppression threshold but it is not something you can really play around.
Reducing damage also means a nerf against light vehicles.
Increasing accuracy wouldn't do jack shit in the video example.
I made a post in another thread, might as well create one.
Going a bit more indepth with the "bug".
1- All non conscripts sandbags seems to have no issues whatsoever to be built inside MOST POINTS.
2- Strategic points which use sandbags around the center have no issue to built sandbag inside them.
3- Strategic points which use other elements, such as barrels, don't allow sandbags to be built inside of them.
4- Regarding cap walking, whenever the squad is unable to perform an action which at first seems possible, it would have 1 model spread out of formation.
5- You can't cap 2 strategic points at the same time. Even if the 2nd strategic point is already capped, as long as the model remains inside it, models which have lagged behind can't start capping the first point.
This also applies to VPs.