- Changed basic weapon loadout of 82nd squad to M1 Garand (Ranger version)
- Added an upgrade option to 82nd squads to get Thompson SMGs
- Added an upgrade option to 82nd squads to get 1919a6 LMG
- Removed Medikit ability from 82nd squads
- Added Suppression ability to 82nd squads when LMG is upgraded
- Added passive camouflage to 82nd squads (unlock required)
- Phosphorus grenade unlock renamed to Advanced training and reworked; now it allows Flame grenades and Passive camo for 82nd Squad and adds 5HP to 101st squads (2CP)
Uhm. Idk but why this kind of change that makes no sense to me.
The 82nd was quite fine except for the fact that it couldnt utilize its close range equipment good enough due to the lack of ambush capabilties and that it was pretty expenisve (425 MP would have been fair enough). Now you solved it by adding passive camo but gave it ranged equipment at the same time. Thats weird.
I do like how all those units that appear behind enemie lines and intended to wrap up enemie defenses from there have close range equipment. Actually all have it:
- CQC
- Urban Storms (best add to the game ever)
- Reg 5
- 101st (even though its only a semi carabine)
- Sabotage squad...
But the 82nd now totally lacks it now.
I would have made it the other way arround: Add M1 Garand as an upgrade and maintain Thompson as basic weapon. I mean what have these units as purpose: Drop somewhere and overrun support units and weapon crews quickly. And after that hold the line and help defending. So having first close range weapons and later long range weapons makes a lot more sense than this weird change where you have to overrun stuff with Garands (they now have the same issues old storms had with their K98 when spawning out of houses).
Another issue is that if you pick up both bazookas i could give them only two Thompsons in my last testing. So whats the point of a unit that has 2x Thompson, 2x Garand and 2x Bazooka?
The last issue is that 82nd weapon upgrades are affected by cheaper weapons upgrade from WSC.
Also why is that advanced weapons training in such a weird slot randomly assigned to off map mortar?
My suggestion to fix the main errors:
1. Keep Thompson as standard weapon of the 82nd. After that they would be able to cary various loadouts
- 6x Thompsn
- 6x Garands
- 4x Thompson, 2x Zooks
- 4x Garands, 2x Zooks
- 2x Garands, 1x LMG, 2x Zooks, 1x Thompson
- 3x Thompon, 1x LMG, 2x Zooks
- 4 x Garands, 1x LMG, 1x Zooks
- 4x Thompson, 1x LMG, 1x Zooks
2. Link the mortar off map with the 101st unlock and the and the Advanced Training with the 82nd. Perhaps change the 101st with the 82nd while on each lefts side is the mortar barrage and advanced training to each of these squads (means the mortar off map would keep the slot it has just linke to the 101st and the 82nd would be atop the 101st and advanced training takes the m10 slot which moves to where the training currently is).
3. WSC cheaper Weapon unlock should affect 82nd as well.
4. Keep med kit. Why removing it at all?