From what I've seen of it's performance, it probably needs to come out around the 7 minute mark. In a regular game you can potentially get it out at 5:30ish. I think that's probably way too soon for a Stuart like tank.
FRP should stay. Closer the enemy FRP is the easier it is to arty with whatever you have at your disposal. People need to learn to time on-map arty with retreats tbh.
Hans, can't you just cancel the retreat point so that they continue retreating past it? I do that with my Major if they try to call artillery on it.
loosing all three tiers without no consequence No medic and no repair anymore.
Well not having a repair point just puts them in the position of every other faction.
Destroying the medic bunker hurts(losing access to healing and units), but it's only 200 MP and 25 fuel if I recall, that won't set them back that hard.
I was in a 2v2 game in crossing in the woods. His Ostheer sniper had 100+ kills by the end of it, true story. I wish I could of killed that sniper as USF.
I felt that original KT requirement was a good concept. To field the KT you had to have all 3 trucks up and operational. If you ignored the trucks, you let him have the KT.
Now they can just call it in whether or not you have destroyed the truck. If I destroy a flak hq, my opponent will just say "Welp, better save for the KT now". Depending on the situation, I didn't hurt him at all.
Can we return the requirement to have all 3 trucks up at all times in order to get the KT? I felt that at least encourages me to counter it early.
EDIT:
I have been corrected that it wasn't a requirement but here is my response
"Well first I apologize since I thought that was how it always was. That just means all my efforts of destroying their Flak HQ are pretty much in vain.
Secondly they could reduce the cost of the KT itself with the requirement. I'd like an opportunity to deprive them of the KT."