The question is, if I unlock T4, why would I choose T34/76 over T35/85?
I just read the text on 4% increase penetration bulletin and it says aboyt HE ammo, so why dont we give T34/76 AP/HE ammo like Sherman?
Why don't we just give it better machine guns at that point so its actually consistent rather than being a literal swing or miss machine against infantry and becoming Sherman 0.8?
I'm not talking about a general DPS increase, but a revamping of the MGs. Sure I may of made them have more DPS in my mod, but the T-34s MGs mainly suffer due to their poor accuracy and long cooldown. Boost the accuracy and reduce the cooldown on the MGs while altering its burst so its doing consistent damage rather than waiting 4-5 seconds to cooldown for rather unpredictable, but possibly high damage.
You mean like how the MG42 instantly suppresses Allied Units in 1-2 seconds with no ability for a player to pull back before they are suppressed? Then before a nade or smoke can be popped they get pinned?
Of course this is somewhat different but the principle is somewhat the same. The Rear Echelon ability would of been balanced if Relic would of balanced it to only work on the unit selected and make it so the Rear Echelons be static unless the ability was cancelled.
If we're talking about pin MG-42 upon release with the bulletin, sure, but RE on release were absurd as you could immediately swap targets. Oh, yeah, it also made Bazookas go rapid-fire in the first few days
On my opinions on Volley-Fire, just removed the Received Accuracy penalty so it's not instant death when using it.
I think that Volks getting automatic weapons is a bit too much, consider that there are a lot of dedicated anti-infantry units in OKW lineup already.
I propose a unit specialization to the Volk:
-Cost reduced from 250MP to 230MP.
-Squad size reduced from 5 to 4.
-Population decreased from 7 to 6.
-Combat Package: 20MU, increases maximum squad size from 4 to 6, provides Cold Immunity, unlocks Incendiary Grenades. (still needs to be manually reinforced to receive additional models)
-Panzershrek: 75MU, supplies squad with 1x Panzershrek.
This way, they are either a squishy Anti-tank squad that gets wiped more easily (and walked over by Allied infantry) or a decent frontline infantry unit that can hold the line decently against Allied infantry, while they would only have mediocre damage output which promotes usage of high-DPS units Obers and Falls.
OKW would then be in a serious issue early game in early game engagements. The Volks would cost the same as Grens to produce and while they are cheaper to reinforce, they don't have the firepower nor the survivability with 4 men. And 20 munitions seems too cheap regardless for two more members even if total pop would be 8.
The automatics they get honestly aren't that powerful until the final levels of vet kick in to ensure Volks don't get stomped by Allied infantry late game. They are still considerably worse individually than Sturm StG 44s which are geared for short-range. Of course Volks still get two of them, but I'm not sure if it should be worth more than 70 munitions. Still, this needs testing to get the numbers right.
Change the Satchel Charge and Paratrooper Demo from small_explosion type to big_explosion type so that it can properly damage and demolish structures again. I think it may have been a error/leftover when grenades were given a new explosion type to ensure they would not smash garrison and that transferred to a bunch of other weapons.
Grenadiers need a vet2 bonus maybe more range for faust?
I would suggest moving mobility bonuses for unturreted vehicles to vet 2 instead of 3 since it actually what they need more...
Stug could get a bigger armor bonus but i would restrict only to frontal or it could replaced with something completely different. Maybe an improvement to vet 1 a ability (by slowing hit targets for a few seconds?)
I'm iffy on the Grenadier faust range increase as the ability works within 30 range. Maybe recharge or cost, but not range.
Unfortunately, the buffing frontal armour alone if not an option in the editor as of now or that I know of. It's just a flat increase to all sides. Mobility I think is fine where it is for non-turreted TDs as they're not meant to be particularly mobile or fast to begin with at veterancy generally is not to compensate for a unit's weakness.
Vet 1 turret lock is good enough for a StuG. Armour could maybe use a higher boost, though given the StuG in general, it would only help vs mediums.
Suggested mine change: have it kill the model that steps on it by lowering the inner radius and expanding the middle radius' influence with different damages.
Not sure if that's possible as mines don't target a particular model and changing their radius still affects how they harm vehicles.
Does the emplacement change mean that you can finish off your almost dead emplacement and get full refund or not?
As of now, yes you get a full refund when you break down the emplacement, regardless of current health and veterancy. This is in exchange for the Emplacement and the Sappers performing the work being extremely vulnerable.
As for the mine changes, they are currently here to stay. Any changes to mine AOE to lessen the destruction against infantry impact how they harm vehicles. Regardless, they still cause heavy damage and will suppress squads which slows them down and can blunt assaults.
Also, I'd advise checking out the Steam Group to organize games and get more feedback from the actual game rather than all of us deciding over the internet.