Grenadier -> reduce to 6 pop (same that conscript) while being still much better at any time of the game. you are going to make soviet main infantry more useless that it is already.
To counter that, a little buff of soviet infantry (accuracy at long range & received accuracy) would be great.
That's a good point actually. The 6 pop thing is kinda necessary to bring grenadiers in line with Riflemen and (reduced-pop) Tommies.
I will try to give Conscripts (and Ostruppen) a 5-popcap cost, but I can't guarantee that this will be possible.
To be fair, for Soviets it would make more sense to simply increase their popcap to, say 110 - 120. The reason is that those 6-man crews really chew up popcap. However, unlike other factions, Soviets completely lack infantry that's proper for recrewing team weapons (OST gets free sight range, Brits get received accuracy, etc).
The reason why you don't see maxim-spam etc fill up Soviet popcap so fast is because Maxims cost literally 0 popcap. For comparison:
- MG34: 1 popcap
- All other MGs: 2 popcap
USF captain and lieutnant : you reduced their reinforce cost, considering they are 'free' squad it makes them too better.
1. Then make the squads cost MP to summon. For another example that follows the same twisted logic, take AT partisans.
In the live version it takes about 270MP to summon a partisan squad with a panzerschreck and an AT nade out of any building. That's super cheap.
However, the cost to reinforce AT partisan models is 2 popcap and 35+ MP per model. That is way too much for what this unit can do. Partisans can't even fight OST Pioneers properly; why should they cost so much more to reinforce?
Thus, the pricing scheme is killing the unit, limiting its use to spawn & snare cheese.
2. This wasn't so much a reduction in the cost, as much as a normalisation. The captain model would take 50MP to reinforce, whereas the cohort would take 25MP per-piece to reinforce.
Occasionally, when you would queue up reinforcement for these squads, the game would screw you over and it would charge you 200MP to reinforce 4 members, instead of 125MP. That difference is big, and that made those "free" squads a huge dead-weight.
Riflemen and Tommies cost 28MP to reinforce. Lieutenant and Captain are no better than riflemen, so why should they cost more to reinforce?
i was much hyped in this mod because it is mainly fixing bug issues and adding some usefull stuffs (no balance except piats, para and commandos) but if you want to change infantry cost, it's not the same thing.
If you are going to make more balance stuff, you might loose all the potential of this mod : there are already a thousands of balance mods (miragefla, GG, and much more...).
That's true.
The thing, though, was that it was always my intention to fix popcap/reinforcement cost of these units when said units are recrewing, say, an AT weapon. This completely screws up certain factions (e.g., Brits), since they only have 1 unit "appropriate" for recrewing AT guns. Everything else is a suicide.
Since, to implement that change, I had to touch a whole lot of files. Thus, also fixing the inconsistent reinforcement cost/popcap at the same time was actually easy to do at that time, than leave it for later.
I mean, some of the values for some units are so glaringly-off, you have to ask why:
- 35MP-ish per AT partisan model
- 35MP-ish for assault engineers
- 10 popcap for commandos
- etc
Most of the reinforcement buffs I gave are in line with other, similar buffs that 4-man elite squads have received. It's just the units that are outside the limelight for too long (e.g, Greyhound, KV1) tend to get completely ignored.