- Increase the build time of each s-mine patch to prevent players from safely and ignorantly building them during an engagement. Should apply to both OST and OKW. Cost can still remain the same.
Increased build time from 10s to 15s per patch
- Is it possible to make a revealed mine more vulnerable to small arms fire?
Yes, it's fairly simple. Mines have 35 armor like other buildings, that's the primary reason why small arms do nothing to them.
The AOE radius for the SU76. Anymore splash damage that thing is going unleash hell on infantry and the Soviets already have enough squad wiping units in it's arsenal and it has the barrage. I would perfer for it to be moved to T3 and have it's AT capability improve, it is a Zis gun on wheels after all.
"Any more splash" when the thing really has zero splash in release version. There's no point improving it's AT when it's in the same tier as SU85. And moving units between tiers is something fairly radical that I'd like to avoid if possible.
Double MGs on obersoldaten, why is this necessary at all? This is only going to make MG34 drop more easier and will undermine the obersoldaten in such a ridiculous way because it will make the obersoldaten a walking christmas present like the guards.
Because the LMG34 on them is so far out of the weapon performance curve it ain't even funny, needed to do something about it without altering the Obers too much. Any squad picking them up is a terminator. Maybe just flat out nerfing the MG34 and giving the 3 other guys better base weapons is a better choice, we'll see. But they absolutely need to have their damage spread out between the models better than now.
T34 reload speed. I don't really like the idea of T34s being so close to performance to the Panzer IV, I didn't like it when Relic made T34s 100 fuel since a single T34 can stand up to a Panzer IV on a straight up fight but the only difference is that T34s has a slightly less rng chance. Oh well, personal preference.
Nobody was complaining back when its reload was still 0.6 seconds faster than it is in this mod now.
Flamethrower Halftrack, instead of a cost decrease Id rather have the dps increase on the halftrack. Relic did nerf the damage before giving it a requirement for t2 anyways when it's near useless at that stage.
Sniper still two man, but I don't know if cruzz can't change this or he perfers Soviet snipers to be two men, since he did modified it a little.
It already has better DPS than KV8, not sure how squadwipey you really want it. The way I see it, the issue is not damage output, but competition from more durable alternatives at that point in the game, especially for the munitions part.
You would not like soviet snipers as a 1 man squad with balanced out reload and camo to account for that. Plus it's straying a bit too far from the base game for me again.