Not true at all lmao. 2x mg loses to a head on charge of permanently reinforcing sections ( that are more cost effective if you stack volunteer+reinforce discount.)
Yeah, two MGs unsupported woild easily lose to ambublob. Now, 2xMG + flamers/ mortars? That's a little different. I told my friends to spam MGs and build a few marders. The ambublobs were pretty easy to deal with (suppress blob kill HT with marders).
And yeah the one thing I think that you miss, Vipper, is that CoH 3 has taken a step towards making infantry play strong even in the late game by giving some very good buffs to infantry, especially towards making then cheaper to field (lowering maintenance cost etc.). So the ambublob strategy is less about playing chicken with your manpower supply vs. your enemy, it's more about "I have a functionally infinite pool of manpower, I'm going to see if my enemy is smart enough to realize this and counter what's actually important (the ambo)"
Which ironically enough probably messes with the newbies more than anything lol because they don't know how to counter in the first place.
That's more of suppression balance issue then reinforcement.
Pinned squads don't do much damage, even while reinforced.
I think suppression in CoH 3 is fine. Every faction's MG is very powerful and can hold its own against one or two squads. Its when you get the entire 100 popcap of the enemy army facing it down is where it starts to buckle under the preasure.