lol, what about the no flares abilities? i know the british one does just a huge red thing on the mini map and some axis ones just a siren... and another one that just highlights a sector. the sector can be highlighted because it's about to get nuked by OKW or it can be from lockdown of USF major and what not... i'd rather all strikes get a smoke instead of conspicuous noises and visuals.
air supremacy operation and sector artillery both drop flares. air supremacy is where the ability is targeted (and then the circle shows up) and sector is only able to target capture points and thus the flares drop on the cap point (and then the sector turns yellow). the only ability i know of that doesn't drop any flares is the stuka dive bomb (the one with the siren) and that one is its own little can of worms.
i'm not sure how feasible having the flares be coloured based on player perspective is (it might be doable, have to ask relic) but any friend/foe issues are easily overcome with communication. even pinging and putting MY ARTILLERY in chat works.
i would support having a little more granularity for the flares though, things like air supremacy operation having 5 flares instead of 3.
there's also the issue of flares sometimes being difficult to see on the ground, particularly on snow.
+1. 400 ammo would be too much. Maybe only in team games...
a 700 mun float was perfectly achievable for OKW when the salvage barrage was still a thing. wasn't easily achievable and required spending almost no mun on anything else but it still won games.
i agree with your write up and think there are two simple ways to deal with (most of) the issues.
1) decrease the lethal (>=80) AoE of howitzers and increase the non-lethal (<80) AoE. this allows artillery to bleed units without wiping anywhere near as often. this also allows artillery to be much more accurate and rapid firing because it gives the receiving player much more time to react.
2) make the pop cost of artillery overly high but leave the mp/fuel cost at standard balanced levels. this does two things. first, it makes it harder to spam artillery because you can have less of it for a given population amount and less of everything else for a given pop cap amount. this results in a force with weaker combined arms. second, an overly high pop cost results in a decreased mp income which punishes bleed on the part of the artillery using player. mp is by far the most valuable (and most plentiful) resource because ALL units (except the para plane falls) require mp to be built. this issue was extremely obvious with the old soviet industry if it was triggered without having a sufficient mp float as the player would end up with 400+ fuel and 0 mp, unable to build anything let alone spam 34/76s.
also, that is a hilarious (and entirely readable) butchering of scissors. don't feel bad though, it's obvious english is not your first language. i had to use auto-correct anyway.
True, its nice that Relic is giving away Brits for this. Pretty generous!
The problem is, the vast majority of the hard core community already has Brits faction and since we aren't really given anything else Coh2 related for this event in reality it gives ZERO incentive to participate.
Hell, for me I'd prefer a commander or even a skin (like last year). Sorry that's just reality.
as long as cons are the cheapest baseline infantry they're going to have issues. that's part of the reason i don't like IS and the recent change to volks. grens have the same issue against IS and rifles. neither grens nor cons are cheap enough to counter spam rifles/IS/volks but nor are they as strong.
i'll admit i'm surprised but i find that a poor example for a serious argument. the V micro was non-existent while the t-70 micro was excellent and mark target was involved. also, 34/76s would have done much better in that same situation.