The fact that a terrible design choice has been bundled with the game since release doesn't mean we should stick with it forever.
Otherwise, let's go ahead and put Blizzard, Volkschrecks and Rifle flamers back in the game. Also, let's revert Brace back to 100% uptime too, herpderp.
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					You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
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					https://www.coh2.org/topic/57860/some-qol-suggestions
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Post History of Mr.Smith
							Thread: Is FRP beneficial to GAMEPLAY?19 Jun 2017, 20:25 PM
						 
						 In: COH2 Gameplay  | 
							Thread: Is FRP beneficial to GAMEPLAY?19 Jun 2017, 19:59 PM
						 
						
 Lack of suppression platforms? On OKW? Wtf, really? We've already addressed the lack of smoke for OKW in the EFA revamp. Therefore, the FRP is really too much and we've removed it. OKW is supposed to be an aggressive faction (unless for some reason you want 2 defensive Axis factions..). FRPs are artifacts of the original ultra-turtle-style OKW. Therefore, FRPs do not belong to OKW. 
 We've also already addressed that in the EFA revamp 
 We haven't addressed those factions, yet. However that's roughly how we plan to address them. 
 Can you point out to me a single squad that requires access to a forward retreat point?  In: COH2 Gameplay  | 
							Thread: Is FRP beneficial to GAMEPLAY?19 Jun 2017, 19:19 PM
						 
						Out of the 5 factions, I cannot think of a single squad that requires FRP to work (or for which adding FRP on top of their abilities doesn't make them OP). This is especially so for OKW and Brits, which already have access to some of the best tanks in the game: - FRP and MGs? NO way; too much turtling - FRP and Volks? They have passive healing and sandbags. Those guys also have salvage to deny team-weapons they can't cap - FRP and Pfussies/Obers? No way, they have passive sprint for that; just reduce reinforce time for Obers (which we did) - FRP and Falls/JLI? No need; those guys are strong enough and have stealth - FRP and Tommies? No need; look at Volks; 5-man upgrade is also supposed to cover for that - FRP and Sappers? No need; same as tommies - FRP and Commandos? They have stealth to get back to the frontlines USF and FRP? Not really necessary; just make the Ambulance less of a chore to micro. If you think that removing FRP homogenises factions too much, and you want us to buff counters instead, think of the number of non-doc options we would have to add USF and Brits to counter the extreme turtling inherent in FRPs. Then, think again whether adding non-doc heavy artillery to every single faction is more invasive than removing FRPs, or less invasive.  In: COH2 Gameplay  | 
							Thread: Worst and Best rocket arty.19 Jun 2017, 13:43 PM
						 
						As the legendary Katitof - and his word is law - once said (out of my memory): Pwerfer > Katy, because the Werfer has a mounted machine gun (no joke). Boys, don't forget to use your Pwerfers to support your men in infantry engagements with the mg! lol. That's so clueless. Everybody knows that Katy > PWerfer because Katyusha can crush infantry (no joke!) and Panzerwerfer cannot.  In: COH2 Balance  | 
							Thread: The Reason Why OKW and USF Tend to Spam/Blob Infantry19 Jun 2017, 13:41 PM
						 
						1. Ridiculous vulnerability to snipers (both USF and OKW) 2. Lack of smoke (OKW) or lack of recon options (USF) 3. FRPs 4. Blob healing that punishes single squads (2HP/sec for Ambulance vs 5HP/sec for AI medics), while making blob-healing way faster The main reason USF blobs infantry is because the have to. There is absolutely no other way to reach the sniper (especically the OST one) without going for a breakthrough somewhere. Fighting prolonged engagements vs Grenadiers in green cover is precisely what the OST sniper needs to to its job.  In: COH2 Gameplay  | 
							Thread: Is FRP beneficial to GAMEPLAY?19 Jun 2017, 11:54 AM
						 
						I can't think of any single squad that requires access to FRPs to perform; let alone an entire faction. FRP-assisted team-weapons are a no-go too. A single FRP-assisted MG doesn't give a fuck about your flanks; just hit retreat, and setup ahead of the enemy.  In: COH2 Gameplay  | 
							Thread: Eastern Front Armies Revamp 17 Jun 2017, 16:14 PM
						 
						
 Could you cite your sources for this prediction? Like, somebody that knows the timeschedule for the patches. Or, your experience playing OST/OKW vs USF in the mod? Thanks.  In: COH2 Gameplay  | 
							Thread: Eastern Front Armies Revamp 17 Jun 2017, 14:47 PM
						 
						
 EFA revamp are supposed to provide the standard. OKW changes are supposed to be on-par with EFA revamp factions; not live-version factions Currently the mod supports two match-ups which are meant to be fair and balanced: - Soviets vs OST - Soviets vs OKW Eventually when we are happy with the two above matchups, we will also add the necessary changes to the two remaining factions, so that all 6 match-ups are possible in the mod.  In: COH2 Gameplay  | 
							Thread: Eastern Front Armies Revamp 17 Jun 2017, 13:10 PM
						 
						
 Yeah, we did; that should be under the general notes (the part where we discuss PGrens/Tommies/Obers/ets). We also sneakily added a note about vet5. Previously it was +0.2 (additive) for all vet levels. Now, if a squad gets 5 vet levels it's +0.12 Cheers for bringing it up, though.  In: COH2 Gameplay  | 
							Thread: Eastern Front Armies Revamp 17 Jun 2017, 12:06 PM
						 
						Imo some of the changes in OKW are in the wrong direction: The only change we've done with respect to trucks is the T4 truck. T4 costs considerably less to setup. Thus, even if you lose your truck, you can still setup a new one and still get access to Obers (which you will need post-Volks-nerfs) and JP4 (which you will also need, given that you are now on the defensive after being pushed off). If you had previously researched the T4 assault group upgrade, you can also, still, skip rebuilding T4 and go for a King Tiger. Losing access to the revamped Panther and the revamped P4 are part of the risk-reward deal; if you place your T4 too greedily and lose it, you have to play defensively while you recover. The changes to T4 pricing are so that other recovery options become available, rather than just King Tiger. 
 Is this still your impression after using Volks in the mod?  In: COH2 Gameplay  | 
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