FRPs go against several game mechanics that make CoH unique:
- invalidates suppression tools
- makes it easy to avoid flanking
- reduces punishment from retreating in general
Some have said that it is high risk / high reward tool because of arty, but in fact they are not as real arty comes too late to the party. Usually you are not able to keep mortar close to enemy FRP long enough, because of... FRP.
If you want to remove FRP from the three factions, you have to think about something to compensate.
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If you have imbalance, then you just remove OP features. You don't compensate with anything. Otherwise you'll just keep things imbalanced, but in some other way.
It may seem like everything is allright now and that there MAY be imbalance after removing FRP, but in my opinion this looks so just because we have #adapted to FRP disparity.
I don't know how about you, but I personally feel godlike when I play USF and roll and roll again and again with Rifleman no matter what. It is completely different with Soviets or Wehrmacht.
Playing EFA you have to pick your fights, carefully plan your attacks, extensively use scouting tools (which are, maybe, the only thing that may be buffed for WFA if you want something back to compensate).
Btw, talking from 4v4 perspecive, where FRP have the most effect.