At this point, i'm losing the focus between actual game, preview beta and mirage's mod.
If we take into account preview, then i think this list feels short (there's plenty more things to do)
1-Minesweepers: make it so that it passively increases repair speed
2-JT:
-Engine upgrade moved to vet3/4
-Increase range of AT gun emplacement up to 85. Leave JT as it is.
-Leave as it is now barrage and call in limit.
3-Command PV:
-On the contrary, i would leave the vet aura effects and remove the combat performance veterancy. I doubt if removing vet2 is too much but i'll start by removing vet3 without a glance. On it's current CP and resource cost, it's a PV on steroids. Compare the performance of command PIV (although aura has a stronger effect) and a normal PIV and a Command PV and a PV.
-Reduce mark vehicle effect from .5 to .4/.45 Even at .45, this will remove the 2 shot on Jackson and 3 shots on E8 and Bulldozers. Nothing changes against other vehicles (if my fast calculations are not wrong)
4-Bofor: just reduce barrage range
5-Flak HQ: maybe, maybe not.
6-Arty: if this is applied with reducing cost and reducing range so it has to be planted more aggressively i guess it's ok.
Although i'm not sure if this is applicable. The ideal is to remove the "cheap" offmap from 1 shotting and leaving that to heavy hitters (+250muni offmaps).
-edit-
This would mean:
UKF: Concentrated artillery (250mu) - Air suppremacy (325mu)
USF: 240mm Howitzer (250mu)
OKW: 105mm Howitzer (180mu) if enough muni is stored - Zeroing artillery (300mu) - Rocket barrage (200mu)
OH: Railway artillery (250mu) - Close the pocket - *
SU: T_T **
*You'll notice i didn't add Stuka dive bomb. At current cost, it shouldn't (specially after the ninja buffs) If the cost is increased up to 200/220 i wouldn't mind it having 0HK
**Maybe the IL2 bombing strike.
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