Paths cost 290mp and 30mp reinforce. They should lose one of the two sniper rifles to actually be able to equip weapons and get their vet 3 camo at vet 0 so that they can be an option vs snipers.
Pathfinders can equip weapons they have 2 weapons slots. They can be used vs snipers
In addition they have ridiculously low XP value so they vet extremely fast.
Rear Echelons are bad, which is a huge issue in the OKW matchup since they have Spios and can upgrade Volks early without upgrading racks, so ypu’re basically behind 1 combat squad and upgrades right from the get go.
RE are fine for their price. They also have low XP value since it was not updated when their cost/performance was increased.
I disagree that Soviet and Ostheer should be able to destroy all ambient buildings in map with a T0 unit with a 60 mu investment. Might as well veto all urban map when playing EFA or forcing specific doctrines since these faction will be able to decide which building is gets destroyed.
As for doctrines there around 7 of them with infiltration units and I do not thing they need to nerfed.
Finally as for partisans I have seen effective use of them in urban maps in 3vs3 at rank around 150.
I don't really see too much added value in adding a separate ability, along with some possible issues with converting an SP ability to MP or UI issues or questions like what about other units that pick up a flamer. The manual targeting works just fine.
There is a number of reason why a separate abilities is better solution:
1) Only 2 faction have access to stock flamers by making a separate ability one can limit the access to such utility for soviet and ostheer making more inline with other faction. (For instance the ability can become available with breakthrough equipment for Ostheer)
2) By using an ability one can better fine tune the time to set each building on fire and how often such an ability can be used. Easy access to destruction of ambient buildings can result in making infiltration units obsolete.
But as seen in my personal patch notes I do agree that the time to set stone buildings on fire is currently way too long to be practical and should be reduced.
Glad to see confirmation that flamer interaction with Ambient buildings is not just "Vipper's perspective" as someone claimed.
Oh, I see you do not want to discuss anything, but again force your perspective on everyone and run away from any kind of opinion that isn't 100% aligned with yours.
Actually even members of the MOD team agree that flamers performance vs ambient buildings is not satisfactory, so this not just "my opinion".
The problem is not but you that you do not want discuss anything and you simply want to prove that "smarter" than others.
I guess one has to play the game like me and others do, instead of theory crafting to be aware of certain issues.
Ambient buildings are not as straight forward as other buildable entities. These ambient buildings partially ignore health and use a panel system. For example, it will collapse when you drive a vehicle through all four walls. High explosive weapons hit more panels and therefor have more effect. Flame weapons cause a critical which interacts with the panels. To edit their durability, one needs to fully understand how this system works (I don't).
I am aware of that and that is why these weapons become too good vs ambient building when their AOE profile changed. Actually there was an older patch that fixed ambient building of the time.
An fast solution would be to turn these weapons into "small explosion" from big explosion and then they would less damage to ambient buildings.
Hope this helps:
"Ambient Buildings
AOE Weapons
According to this adjusting specific weapons like the pack howitzer, zis/su-76 barrage, M-42 canister,...to do less damage to building should be a simply change.