So your solution to volks is to ignore your SLIGHTLY cheaper troops because they are going to get shit canned (despite being nearly the same price) and use the 50mp more troops exclusively, or spam the more expensive MG (the one with the deathloop that suffers greatly from enemy flame nades that can be thrown well before Supression) for the soviet
As ukf you need to be completely defensive with your 30mp more troops and make sure you don't get caught out of position
As usf you need to blob your 30mp more expensive TROOPS AND keep them in cover so you can "at least push volks back to have some breathing room"
Sure sounds like volks are operating according to cost. Completely dummy things around their cost and force defensive play out of units that should be outclassing them.
I'm ko mathematician here but shouldn't the outmanouvering and sticking to cover to get the upper hand not be on the CHEAPER unit, not the more expensive one?
From my post in another thread:
"I did this comparison for cons, but now I think it would help to do it for riflemen too. Raw numbers in the top section, relative ratios at the bottom, sorry for the formatting:
Rifle squad effective durability: 5.15 effective models
Volks: 5 effective models
Rifle squad DPS at max range: 8.49 DPS
Volks: 9.035 DPS
Rifle squad DPS at 3 range: 33.945
Volks squad DPS at 0 range: 23.71
Rifle squad vet 0, 1 bar, 34* range DPS: 10.835 DPS
Volks vet0, 2 stgs, 34* range: 9.488 DPS
(*volks stgs spike up in DPS from 1.446 at 35 to 1.96 DPS at 34, given this detail, its probably more useful and informative to take the DPS at 34 and not 35)
Rifles, vet 0, 1 bar, close (3 range): 40.36 DPS
Volks, vet 0, 2 stgs, close (0 range): 29.266 DPS
Rifles, vet 3 effective durability: 7.81
Volks vet 3 durability: 6.49
Rifles, vet 3, 2 bars, 34 range: 18.062
Volks, vet 5, 2 stgs, 34 range: 13.326
Rifles, vet 3, 2 bars, 3 range: 64.439
Volks, vet 3, 2 stgs, 0 range: 39.779
Rifles/volks vet 0 effective durability: 103%
Rifles/volks vet 0 DPS max range: 94%
Rifles/volks vet 0 DPS close: 143%
1 bar squad/2 stg squad, vet 0, 34 range: 114%
1 bar squad/2 stg squad, vet 0, close range: 138%
Rifles/volks vet 3 effective durability: 120%
2 bar squad/2 stg squad, vet 3, 34 range: 136%
2 bar squad/2 stg squad, vet 3, close range: 162%
Didn't double check my calculations. Even counting the difference in utility (flame nades, and sandbags) and rack costs, to me, these numbers justify rifles costing 12% more. If you make rifles 260/26 as some have suggested, then ask yourself whether or not the utility that volks bring is actually equivalent to these combat advantages rifles have."
So yes, I DO think volks are operating according to cost. I could do the same comparison against tommies or penals, but there's no point. The results are already pretty obvious. I already did the work for this comparison though, so it's at least fairly easy to copy paste this every time someone decides to make a post that either makes up random numbers, rewrites facts, or ignores how the game ACTUALLY works.
Anyway, none of your statements about how allies are forced to use their infantry in the OKW matchup actually necessarily have to do with volks' cost efficiency, or even performance.