I don't agree with the infantry having too much power. I remember in the first years of coh2 infantry was a lot less potent with their rifles, and it wasn't good; conscript would always oorah straight into the enemy to molotov them (which had a chance to cause crits), and flanking and using cover was less rewarding as it mostly came down to who got the better grenade off during engagenents rather than who had better positioning.
Earlier Penals would be more strong than they are now, but they don't have sprint and are more easily supressed by HMGs, which the OKW player will also be able to get after the first truck in my suggestion, so both axis forces will have them very early on.
There is middle ground between release and allowing 300 manpower infatry before minute one.
The biggest issue is 5man grens tbh, they grant too much power, are way to easy to use and come with little drawback, Free healing on top of the reduced RA (recived accuracy?) combined with a 5th model and the eventually vet 3 damage reduction makes for a potent combo which runs into the same issues i had with 7men conscripts. Mainly that the abilities grant way too many things at once. The only real drawback is that you have to use the shitty vanilla grens early game, but once you pass that hurdle they get abusrdly powerful, and are way to forgiving on top of it. The rest can be more or less dealt with, but a strong player can make it hell to even get a single push off properly without bleeding out.
This and the fact that there isnt an option to skip the captain himself and still get the tech kind of sucks but eh.
I would add that rest of the abilities amplify the effect of 5 gren.
250 is quite powerful for the time frame and force opponent to get AT
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That's an exaggeration. Unfortunately serealia does a poor job at taking into account vet weapon profiles or it's missing several non main weapon such as grenades. Unless you were comparing vet 0 MG42 vs vet 3 Dhska the DPS discrepancy is nowhere near close.
If the guide is correct, they have equal vet values outside of vet 1. The difference between DHska and MG42 is between 25% at the far ranges and then floating between around 35% to 45%
According to cruzz and serealia Dshk at vet 3 has a DPS at range 10/15/35:
Still, I don't think it's overpriced (maybe a bit). Even though they are weaker than the shock ones.
that is pretty standard most mainline weapons are weaker versions of elite weapons same why the Storm trooper Mp-40 are superior to rest of the MP-40s.
MGs which fail to suppress quickly end up been doing more damage.
I think the difference in DPS ends up been minimal with only the MG34 on the lower end and the Dhska on the higher end.
That sound about right but the Dshk has ridiculously high close DPS once vetted, generally speaking there are differences in DPS with veterancy (Dhsk has around 1.5 to 1.2 the DPS of HMG42).
Amen to that. Besides, don't cons get 6 PPSHs? Combine that with sprint, they can easily close the gap vs volks/grens/jaeger/sniper and win. Don't get all the fuss about it. The upgrade is fine.
Anyway, besides giving conscripts all ppshs, do you think its fair to give them a grenade (obviously not a good one). I mean it is just a ppsh upgrade coloured as a assault package.
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I have many times said that imo mainline infatry should not anti garrison weapon stock, I would not little issue with conscripts having a HE stock or even with PPsh but I doubt that would actually be a buff meaning full way.
If you want to list what each abilities bring you have to include flamer and hit the dirt both of which imo should not be included in the bundle.
I play the game quite often, try not believe what some users keep repeating. They are projecting their own flaws since they themselves do not play the game.