Killing =/= Full Health Wipe
Oh, yeah with suggested changes the opposing squad still needs to fallback or lose a fight because they are suppressed or have suffered too much HP loss all around to be effective.
obviously you dont understand how important it is to kill the enemy's units
do you know what not having losses does to your mp?
take a guess
ok ill tell you, it doesnt bleed, it keeps it high
what does a high MP mean?
more units, more expensive units, faster armour, more caches, more bunkers
remember back when brits came out and they couldn't do ANYTHING because their reinforcement cost was too high? it was SLIIIIIGHTLY reduced and they performed much better..... now remove it entirely.... and it will have HUUUUUUUUUUUUUUUUUUUUUUUUGE impact on the economy of the game
both axis factions have access to healing on field (as in no MP bleed from these mines and even reduced time of field)
*walk over well placed mine*
*take no casualties*
*soft retreat to healing*
*repeat*
OR for volks and obers and falls and commandos and paratroopers and rangers... you dont even need to soft retreat.. instead of being a deterrent that requires thought and enemy response you have a speed bump that is less effective than wire for delaying the enemy
not only did you clean up a snare, you also cost the enemy 30mu and you lost.... 25 seconds of a unit being on the front
for the OKW this is a huuuuge nerf as well, because they dont have any other non doc snare, you can mine trample with medic tommies and hazzah just pretend it never happened because suddenly mines are not a threat at all
i dont think you understand how massive of an impact this would have on the game
i say again, mines are THE MOST PREVENTABLE METHOD OF SQUAD WIPES, buy a sweeper and stop trying to break the game