As I already said, call in strats bring their own problems. Their removal brought more good than harm which seems to be the general concencus in this community since I can't remember a huge discussion seriously doubting this decision, quite the contrary actually.
And the complete removal of call in units created an equal amount of problem, a large number for units where simply left to oblivion while certain stock units that enabled the strategy also suffered the same fate.
Middle ground exist and is viable.
I have stated that the current build of the game is better than the previous ones we had, so the direction so far has been good in most cases.
Ostheer's teching system is complicated but probably the best one to time units and allow for strategic choices. It is a nightmare to balance though, plus the current design of some CoH2 factions does not allow for an Ostheer like teching (you can't strip away any more units if the faction was already designed with holes in the rooster by default), so this discussion for CoH2 is quite useless. For CoH3 it is an interesting one.
One can do what ever ones likes, there are many option and all is need a vision, because currently it does not seem to be one.
One simply has to decide if all tech should linear or not and adjust the patch changes accordingly.
The discussion is far from useless since tech change continue to happen and the questions is very relevant. Should the change go toward a linear teching for all faction or should faction retain as much of the tech identity as possible.
Which one is it then? Because previously you said this:
I explain in detail what it is, it is the combination. Having more than one viable tech option in my opinion is good for the game and can increase build order diversity. It is as simple as that.
The main alternative to up teching were call ins.
No.
Different faction worked differently, OStheer/UKF had a linear teching
OKW/USF had choice tehcing
Soviet has a little bit of both and access to numerous doctrinal options.
Those got removed because They allowed a player to save a shit ton of fuel by not teching at all and investing everything into the call in tanks. Players that teched instead could be absolutely devastated. In general, there is nothing bad about this system, but it does not work in CoH2: Because you cannot know if your opponent techs or not since the base sector is not accessible (I think Elchino already made that point). There is barely any counterplay to call in strats until it is already too late, therefore they got removed. The units were made viable in a different way though: As real alternatives to stock units.
Yes, "strategy" in terms of "do I tech up or not" was removed. What was not removed is your choice of units, which contributes to the strategical/tactical decision making. Instead, the changes even increased the diversity.
Removing main battle tank call in was step in the right direction, removing most call in is not and has created a number of issues.
Most of these alternatives won't do anything towars the point you critisize
No player will skip T4 because of MR (or AT nades/molotovs, you can see them in the current build already that you are critisizing).
We are not talking about skipping about T4 we are talking about making it desirable as soon as possible or an option better suited depending on the factor of a specific game (resources available, strategy, opponents strategy, map, game duration...).
Are you talking about doctrinal call in vehicles? Or making stock units default call ins? Because if it is the first then no player will skip the final tier.
And as I said above: If a faction is designed with holes already, then it is hard to strip more units. These factions need a full tech tree OR OP units to make up for these holes and the predictability of their game style.
I have not suggested that faction with holes in them should have bigger holes. I simply pointed that one to choose of either completely removing these holes or decided to keep the original design and find other solution instead of adding bandaid over bandaid.
You can throw a lot of alternative ideas out, but if you are convinced by them you must provide some reasoning why they could be better than the current implementation.
I brought alternatives ideas because you asked me to. Point here is that we not keeping the current implementation or the original faction but we are moving toward a direction so the question is if the direction is good or not.
I have to guess from your post that you agree with Aerohank that the different tech systems of faction do not actually adding anything to game and if all faction had a linear tech system thing would be fine. (Hope I have represented Aerohank opinion correctly and apologies if I have not)