So the greyhound is basically supposed to come later than most other lights? I think it does feel pretty good that way. I've noticed that the main gun seems to be somewhat inconsistent, but that might just be rng playing tricks on me. I remember the first time I called it in it sniped a grenadier model from moderate range while on the move, and proceeded to miss pioneers and mg42 crews for the next several shots. Again, might just be rng. Since it and the paradrop both come pretty late, however, it's kind of awkward trying to hold on if you're trying to get a paradrop, as you either won't have at to defend against lights or you'll have redundant amounts when you get the airborne drop (especially if you give the paras zooks, which I really love so far). It's workable, but IMO notably awkward/strange, but I can't really see a way to solve that problem while keeping it balanced. I noticed that when I tried to target a garrisoned mg42 with the canister shot it didn't seem to want to fire or respond to my commands. Could be a possible bug maybe?
I'm loving the new paratroopers and the newly priced drop, and IMO it feels about right as 325 mp isn't crazy crazy cheap, and it comes with a pretty hefty muni cost as well.
Also loving the new pathfinder changes, makes them actually worth calling in and they don't take up a tenth of your army anymore.
The cluster bombs feel very fun and unique, but I really think they should stay as a detonate on impact. It's already a very powerful tool for breaking at walls and stunning tanks, so a instantly placeable s-mine field would probably be a little opieop, especially since usf has non doc major recon
