The reality is: unless you can also provide a fix, they won't probably bother replying or looking for a fix since resources seems to be stretched thin.
"The penal units - shtrafbats battalions made up of disgraced officers and commissars and commanded at the front level, and shtrafroty companies made up of NCOs and common soldiers and commanded at the army level"
2- It was more frequently to be short down on ammunition than rifles. SVT were widely spread early on during WW2 but cost/difficulty on production led focus to the Mosin.
While it should be more common to see mosins and PPSH, i guess it's a matter for gameplay variety. The SVT were handed mostly to NCO/Elite infantry and Penal battalion on it's root were meant to be this (360mp unit been the mirror of PG)
3- The one with sticks were "Peoples' Volunteer Corps"/"Narodnoe Opolcheniye" (civilian levies), barely trained non-soldiers pressed into service for last ditch delaying efforts, who in some cases lacked even enough rifles to go around and instead were armed with only grenades or Molotov cocktails"
4- Clearing a minefield doesn't mean running and dying (if possible). Firstly, you'll do this with your less "combat trained" troops. Secondly you'll make them find a way through it, not clear every mine by sending troops 1 by 1 to "defuse them".
Some of the exaggerated parts on the wiki links to books from Viktor Suvorov, "an amateur historian regularly accused of historical revisionism".
Back into topic:
I think if upgrade/tech are meant to be used as stopgaps in order to balance unit timings/upgrades, changing the name and description should be done (for example in the case of the Flak HT). While i can't bring myself to give a name, i've give examples for locking down either AT/flamer tech for T1 with replacing "Molotov package" into Anti garrison and AT nade with just AT package.
From now on, if you have offtopics stuff to discuss with each other do so via PM. Anything forward to this post will be invised even if it includes relevant stuff.
If you manage to have your penal play shut down by an OKW halftruck...you don't play very well. Thats all there is to be said to that.
Not to mention that come two 2cp you have doctrinal hardcounters to the Flaktruck, and at 3cp you should have a t-70 on the field.
To summarize my opinion ATM:
-I'm 70% in favor of a pure AI T1
--For that 30% in adding AT:
---10% in trying at least the M42
---15% in giving AT satchel locked down behind AT nade
---5% in staying with the PTRS concept (still locked down in tech)
-Flamer should stay but with PPSH and increased cost (70/90)
-Nerf/Removal of the 30% acc at vet 3
-Increase popcap from 7 to 8/9. MAYBE increasing reinforce/build time.
-If flamer keeps been a problem: remove vet 2 and to the last man cooldown buffs. Flamers doesn't benefit from accuracy anyways.
Just so people have a reference:
I'm talking about direct values of accuracy and RA gained upon vetting and how they counter each other. So +40% acc is countered by -29%RA and 30% Acc by -23% RA.
Well it rather depends on how you define that...
Penal will lose vs Lmg Grens (range 35, heavy cover, vet0). The same fight at vet 1 will have Penals break about even. From vet 2 and above Penal will win easily.
So actually Penal scale better than Grens...
And there is another issue, Penal start as one of the strongest units for their timing. They also increase their DPS with every vet level contrary to other units that gain defensive bonuses.
In addition they gain more XP with every model killed (XP value of models) and can stay in the front-line longer via merge. That means they generally can gain veterancy fast and can become vet 1 before they have to face LMG grens.
Imo no mater what route is taken their veterancy bonus abilities and POP need fixing
I guess no matter how much we discuss the topic, you are gonna nitpick something and continue through that point even when i've to correct several points which you haven't acknowledge yet (Semi autos (the response was your POV of how they SHOULD work, not HOW they work), accuracy against cooldown/reload). Context matters.
You posted an incomplete list of veterancy bonuses which lack the RA which offsets accuracy gain from other squads. When we were talking about scaling, i told you that besides the 30% extra accuracy gained at vet3, the vet values are equal or lower to the list of units i mentioned before. Cause other units get's either -29% RA, +40%acc or either value higher due to accumulation at lower or higher levels.
You are purposely cutting the part where i said: Once they lose 2 models, they are in line with or on top of them (due to the last man). So to actually be good you should be fighting at 3/6 (models), hence the "risky" role of using them.
Vet 3 accuracy + Flamer combination with SVT and Oorah are the issues atm.
Then for some reason you are making a Gren vs Penal fight when that is irrelevant cause one is a generalist unit vs elite AI unit. How many models are surviving after each fight? No one stays till each squad gets wiped. When grens are at 1 or 2 models, how many models did he trade with the Penals.
If the comparison was done in either of the WBP versions, reminder that they now Penals takes longer to vet. In comparison, LIVE Gren vs Penals there is only a 12% xp difference. On WBP it's 33%. So you shouldn't be fighting on EQUAL vet levels.
Anyway, at the end of the day we have a general similar opinion. "Imo no mater what route is taken their veterancy bonus abilities and POP need fixing"
I'm a strong believer that CoH2's balance is hindered by design choices and that true change at this point is too difficult to achieve.
Therefore I think the modders/balancers should focus on performing elegant simple changes that improve the game we have rather than try to re-write the playbook in the game's late age.
Keep things simple, make small considered changes that won't cause massive butterfly effects.
After all this lately ruckus, we should make a step back and see if all of the other changes applied are 100% fine.
USF mortar, all the light vehicles (M20, M15, Stuart, T70, 222, Flak HT, P2, AEC, WASP, Puma), sniper behavior, 1919 Rifles, Guards, PTRS against heavies (hello AT hunter commander), OKW vehicles against Garrison, new PIAT, Stug E, rak...
Just in case, how is the vet1 "To the last man" ability from Penals been applied? For every Penal model been lost or for every model in the squad lost? (IB4 merge OP) I guess it's also added multiplicative.
What about removing the cooldown aspect of it + the cd buff at vet 2 ? Wouldn't this mean that the flamethrower performance doesn't get increased ?