Well it's up to Tommy and the rest of the community. Interest seems low right now so there is little point continuing. Last week I did some final researching and solo modding. But if it stays silent in here I consider it dead.
To reply some of your points:
- Rangers did not get a buff (yet), I agree with OMCG, in personal list it's now 840 manpower although not a huge change, it is a small nerf anyway.
Infantry doctrine is most picked cause it synergizes well with most strats and is a safe pick. But Airborne and Armor really aren't that much "underpowered".
Howitzer nerf? No way in hell i would buff bunkers, sorry bro.
- 30 cal is useful, Mortar needs 4 guys and maybe some small work (a sniper nerf could help too).
Quad I designed some adaptations in a mod, which makes bursts cooldown more standard and in theory buffs it dps by 12% and a makes it even a bit better vs grouped units / blobs.
I don't think there is room to buff damage even more. Buffing survivability would make it superior choice to M8. Cost reduction on upgrade or 5 fuel reduction or something might be an option. But the Quad is not that bad of a tool really. Very underrated.
- Airborne, Bombing run is now currently buffed, I made another even more superreliable version though with 6 bombs and removed scatter. Maybe muni cost a bit lower would be nice. (only issue it currently has is when used in deep corners of certain maps the plane doesn't get enough time to unload all bombs.)
I need some help on the ability delay though. (Not sure which file it is). Tried increasing plane speed but that has too much effects on the dropping of bombs.
- For The Fatherland is slighlty too much yes. Zeal is very strong yes, but it was never overbearing. Without it US players would walk over terror players I think.
The way I would 'nerf' it is to put it on RHS terror. So terror is less appealing, but I don't feel a nerf is necessary.
That being sad inspired assault is the one that needs looking at for about 5 years now. xD
- Stuh, like with bombing run I found a very good reliable design. Well I actually found different options. But mostly in situations is this: STUHS fires shot, kills a guy, does average damage to the rest of the squad. It's much more reliable at killing infantry but the situations where it did waaaay too much damage are gone.
It would need testing though. Just it might be slightly too much. (If it is i'd tone down the AoE short and medium ranges.)
Only sad thing is that it looks more like a standard tank right now. And not that occassional I can destroy 10 guys in one shot blobkilling machine. For the I will try to shoot over the hedge but fail issue, I haven't found a solution (yet).
Resource blitz maybe: 160 munitions = 800 manpower but duration only 2 minutes. (only 2 minutes manpower penalty instead of 3)
Blitzkrieg ability: lower cost, removing accuracy penalties...
- The last thing I looked into was the bike and jeep. (Currently the jeep damage is slightly too strong while in Vcoh it's a bit weak.)
The jeep toned down a bit by reducing accuracy vs infantry and damage vs bike.
However negative accuracy increment removed on both jeep and bike.
Bike I found interesting thing that it's not following the standard vs green and yellow cover from all other mg's, lmg's, smg's. I buffed that. But also I reduced accuracy vs infantry in return.
Bike accuracy vs
infantry:
Better vs more than 3 guys
Same vs 3 guys
Worse vs 1 or 2 guys
Negative incremental accuracy is a system that encourages blobbing small balls of infantry. I that is a retarded system. Often you see people putting their rifles over their sniper so the accuracy vs the sniper gets lower and it escapes the bike or jeep.
Again it's a system that would need testing too see if the bike doesn't become too OP and if the jeep tuning is enough.
Well goddammit this post is much bigger than I wanted it to be. xD