Mostly because I'm retarded.
On the topic of Mechanized Infantry, 50% suppression resistance is not going to really do anything other than help them get out of suppression faster when not being shot at. We had to set the value to around 90% just for the squad to be able to resist a single burst of MG42 fire. Dropping from 25% received damage and 25% received accuracy to a simple 30% received damage reduction along with switching from soldier armor to infantry armor is a sizable nerf to their survivability.Overall, your proposal would be a nerf to its unique capacity and makes them more of a generic squad. At 330 MP, 120 MU, you will get a squad that is almost as expensive as a SMG Ranger squad while having less firepower, lower health, and lower utility. If you want to set their price to 330 MP, then the squad needs to retain its soldier armor and go back to the original suppression immunity status when near tanks for it to even be anywhere worthwhile.
Im not aware of hard stats, if your saying they already have 90% resistance to suppression, I figured it was like 20%, then this is not the changes they need. Id suggest some like 98% resistance then. As for survivability, I was not aware they had a received accuracy modifier, I would keep them. Overall give them an extra man with Thompson, increase the resistance, and increase damage resistance.
I have never done any retarded quotes?
The Mech Infantry aura grants 0.8 received damage, 0.75 recieved accuracy, and 0.2 received suppression.
2. JumboSome weird implications, especially with Stugs going from basically being a hard counter to Jumbos to being useless against them. I would be careful about giving out Pershing armor, especially since heavy tanks are already marginalized in terms of usage.3/4. Seems fine by me.5. This unit has an identity crisis and needs a clearly defined role first. I dont even know where you start with the unit because it tries to be so many different things without being particularly good at any of them. Furthermore, there isnt any clear doctrinal relationship. RCA is already a doctrine about artillery and support options, so having it as a scouting/screening unit might be a good direction. Something like a unit that has increased line of sight when stationary and perhaps PIAT ambush/cloak plus Johnson LMGs with suppressive fire. This lets the unit assist RCA mortars and provide extra suppression to fend off enemy blobs when a Vickers MG is not enough."under this thread
My suggestion would be one of three options:A)Set Grenades to an optional upgradeIncrease health per man by 5 to 60 HP per manLower MU price to 75Increase MP to 300B)Replace Carbine with ThompsonIncrease health per man by 5/10 to 60/65 HP per manIncrease MP to 300, MU to 125C)Add +1 man with ThompsonDetach grenades and make purchasableIncrease MP to 300Personally, option A) is what I would think works best. While I am of the opinion the unit needs some buffs and/or some reverts from its previous nerfs, the unit needs to keep a cost low enough for the player to field. It is important to note that these units have to be fielded in conjunction with vehicle units, so keeping its pop low is important.