The RA bonus is to high for long range unit and it will bring them close to conscripts entity durability
If you are against this change, you clearly are clueless on why its there.
Neither pios nor CEs are combat units(inb4 semantic war on CEs name), neither one performs good in ANY way in mid and late game without flamer and neither one benefits from accuracy in any way with flamer.
Accuracy vet on both was pointless, because everything roflstomps them anyway, rec acc helps them both survive and do their actual job in late game - sweep mines and repair units.
If you think they get anywhere close to cons in durability, re-run your excel sheets and check the actual values cons get.
-Give Volks fausts on track call-in and nades on track deployed. Objectively volks dont nessery need flamenades so early, while they do need fausts, because of M3 and Bren carrier.
This is actually SPECIFICALLY why they DO NOT have fausts from get go, so these units can actually be used against them, especially M3 as UC does something from range.
My proposal would be the following. Currently grens are not so good at the moment.
Lmg grens. Vet2 gives acces to firering position. Needs lmg and vet2. Functions similar to guards ability sqad becomes immobile and after 2-3 sec it gets a dps buff. Cooldown until you can move again 10 sec.
That way grens could fullfill their defensive role better in the lategame. 10 sec cooldown will prevent it from being used while out of position or in blobs.
G43 grens cost to 60ammo. Vet1 gives a small received accuracy buff. If the abiliry becomes to potent then, nerf the moving acc of the g43
You don't see much changes to grens outside formation, because grens are fine despite general denial of this fact.
Its a cheapest mainline with cheapest upgrade and no additional side costs involved into unlocking their full utility.
They perform very much according to their price and are cost efficient within it.
The only problem they had left is formation causing one model to be alpha striked when they approach anything.
They never were nor ever will be fully self sufficient unit, so you people might already let go of that and play other factions if you want mainline spam.
The changes force concentration of about 500 MP on a single spot. The opponent can cap the rest of the map in the meantime.
Currently a sniper can harras single infantry squads without any issues, especially if they are capping this will basically deny the cap. Now you must close in further at risk more if you want to do this.
It also means sniper is no longer any kind of HMG counter and if you need multiple units, you might as well just forego extra micro tax and flank it traditional way.
Regarding AEC, why the sight decrease as well?
In case of Puma its pretty self explanatory, because it has 50 range, but it is not the case with AEC. This is a change I completely do not understand and it makes UKF the only faction in game with no stock 50 sight scout light.
I think the changes regarding T4 including Ostwind, Hetzer and LMG Obers are excellent.
The Ostwind will still come later than the Ostheer variant even with the changed tech costs. The OKW tech cost to get there will be 135 fuel while the Ostheer Ostwind requires 125 fuel if starting fuel is included in the calculation.
Compare manpower needed for ost ostwind and okw ostwind and you'll see why everyone is concerned about ost one.
It performs exactly the same as a Pz 4 at long range while have only less than 1s longer reload time, 1 less mg (but it's hull mg does double the damage) and costing 90 fuel and 300 mp.
So yes, it is a good medium, you're just too stubborn to realise it.
If you're talking about AI, you should mention this.
Because the fact it has 30 less penetration at that range and is fighting at least 20 more armor tanks means its AT is completely nowhere near P4.
It is alright tank, but its unusable against other meds frontally, it can even bounce off ostwind.
Ram - just replace it with something different or make it so it does to T34 same thing it does to opponent, no one is going to throw away vetted tank in any other case of absolute desperation and "I don't want that tank anymore" is a terribly bad VET ability.
T3 nerfs - might backfire badly if infantry remains in such a weak state during that time, however I wouldn't mind nerfing T-70 more and making 7th man unlocked there for free/cheaper then it is now.
Penals - they suffer from exact same problems cons did prior to 7th man upgrade, they don't and won't scale into the late game on vet alone. Not a singular direct combat rifle infantry squad does and this change is pretty much "the shoe is too small on the left leg, I wonder if it'll fit on the right one?" thing.
That vet change is a distraction, not fix, as long as overall value remains the same.
how are these changes going to help early okw game? Schreck won't do to much against LV because it can be kitted and you lose a lot of ai power if you get it (muni for other upgrades included).
I hoped for some okw buffs to help it in 1v1. It is by far the worst faction now in 1v1. Just my 2 cents.
I suggest reading changes to LVs for other factions to answer your concern.
Also, I feel like panthers are getting all too much of everything while not having to give up anything at all.
Puma sight change is amazing, AEC will finally have a fighting chance and super mobile, long range, self spotting AT vehicles were always a problem, this was last spammable one.
T34 Ram is being "demo charged" out of the game.
No one is going to use it on a vetted tank.
Make it so it does not immobilize T34 afterwards then just soft-removing it from the game completely and if you really want to, then don't pretend, just remove it and replace it with something different.
Penal adjustment isn't going to do much to their late game scaling, because they suffer from exact same problems cons did prior to 7th man - specifically, vet alone will never scale any infantry squad into late game.