the thing is, why focused so much on the losing position? if we are to believe abandon can happen to anyone from winning or losing position. it is a fair logic in the game
The problem is that it's a low chance probability on a circumstance that doesn't happen in every game and it only becomes relevant in fringe cases.
Imagine this, you infiltrate a unit to gain vision and you use a Stuka dive bomb in a blob of Katyushas right outside enemy base. You lose that game because the game decided to make them abandoned rather than destroyed.
the issue to intentionally trigger abandon, through faust/at nade or mines, would probably require a big rework, to make it still viable and exciting in game
if you make it too complicated and thus rarer, it becomes a backdoor way to remove the mechanic.
same when you start adding resources requirements to recrew it, its basically going to remove it if the other factors remain as is
at this stage of the game, i see nothing wrong with abandoned team weapon and vehicles
Oh look, that's something which was tweaked, kept and is perfectly fine.
RELIABLE:
-Every time the amount of models required to man a weapon drops to a certain point the support weapons is abandoned in place.
-The weapon is only destroyed AFTER the crew dies AND the HP goes to 0 (this was patched, it used to be you could destroy the weapon itself first)
Counterplay
-You can repair support weapons to avoid them getting destroyed if your weapon get's decrewed.
Resource swing
-It's more expensive to reinforce recrewed support weapons rather than using their original (although bad) crew.
-In general we are talking about 300mp and to that you have to discount the reinforcement of models.
We also have weapon drops from infantry squads.
They only happen when the squad doesn't have another model to pick it up which either means you have multiple weapons or your squad get's wiped. At which point the most you are losing is around 60muni.
I think the concept of abandoned is great (been able to use units from other factions) it's just rather poorly implemented and balanced.
Think it this way, why does it makes sense that it takes so long to destroy an abandoned AT gun vs any abandoned vehicle?
-Abandoned should be more common but the player should know in which situations they can trigger. I don't think either medium or heavier tanks, AT guns or offmap should trigger them. Unless you can sort it out so abandon can only trigger in the middle of the map and not near HQ/near strategic points.
-Abandoned vehicles should have more HP. Ideally 50% of the original HP with a 50% dmg and repair modifier.
-Recrewing takes 25% of mp cost and 50% of the fuel cost.