On call-ins: I'm with strummingbird here, I would still like to non-tech call-in to be viable at least under certain circumstances (it shouldn't be as powerful as it currently seems to be, but still...). Also, I'm totally fine with OH T4 being an option rather than a must-have.
That said, I like the approach with call-ins being available if more expensive without tech. However, I would like to see a more differentiated approach. Also, you are changing a lot of things at once which makes it very hard to find out what will happen...
Let's go through some examples:
IS-2: Not sure if tying it to T4 is needed. Let's face it, IS-2s are rare as it is. And they weren't overly prominent in ESL or WPC either. GSC so far saw 1 (but SOV lost). Also, with Armored Assault you'll likely see T4 anyways but even with Shock Rifle I figure surviving just on T3 will be harder with the nerfs to the SU-76s. So, if nerfs are necessary (which I'm not convinced they are) maybe increase CPs (also, see Tiger below).
The primary reason you don't see IS-2 as often in GCS is because everybody beelines for the cheese (OKW vs DSHK & Penals).
I'm not convinced that a no-tech IS-2 can be countered at all with Stug nerfs. This is especially after the bruising you will get from SU-76 if you over-rely on T3 tanks.
KV-8: I'd argue this is actually more of a T3 unit in terms of at what time it has the most impact. It is quite strong but also has serious drawbacks but I don't see a KV-8 meta. Also, if we look at the doctrines that it comes with: Ok, we have Industry which requires T4 anyways; Shock Rifle, well, not sure how that works out; all other doctrines with the KV-8 would actually be more in need of a buff... If the KV-8 becomes an issue (and I doubt it would) what about making it slower?
KV-8 is priced as a Brummbar, and should perform at a similar level. We're already examining some ways to make KV-8 more solid as a unit.
Tiger: I'd like to see T3 plus Tiger still be viable. It will be harder to pull off now with the nerfed Stug-III and PaK-40 (which probably is not fully compensated by the P4 buff). In that context I'm not sure about the increase in damage as it becomes more of a jack-of-all-trades/less reliant on other units. Again, similar to the IS-2 maybe increase CPs instead?
In V3 of the EFA mod, you can still go for T3 & BP3 to get a tiger. BP3 only costs 60MP/10FU in the mod. I'm sure that if you went T3 you can also afford 60MP/10FU. Then, T4 is also around the corner.
Puma: Well, seems like the reliance on Mobile Defense was pretty much eliminated by decreasing the lethality of the light vehicles, so I guess this one is currently in a good spot.
Perhaps Puma could be released from teching clutches now that Light Vehicles are no longer bonkers.
Command P4: Apart from Mobile Defense (see above) has serious drawbacks already, gets nerfed in the mod an otherwise appears only in rather obscure doctrines. A further nerf might not be warranted and might make the lesser uses doctrines even more obscure.
Command P4's performance hasn't changed one bit in the mod in 1v1. Call-ins are an 1v1-issue only.
Elsewhere, you had better teched up to T3 (or T4) or be dead, because the CP's come too late to have a panic-P4 anyway.
So, yes, in general I like the idea, but I'm not sure if it is the best for all vehicles. Other options to make call-ins less attractive include (no idea if all of those are moddable):
- Make them buildable from T0 once you reach a certain CP level (and then adjusting build-times)
- Make it so that you can call in the first like you do now, but you need the tech building to call-in a second on, once the first is destroyed.
- Add resource penalty similar to the Tiger Ace (but weaker, depending on the power of the unit); this could be an alternative for the M4C, if the penalty stacks.
- Adding delays of any time to call-ins is not sufficient at all. We've already tried this with M4C Sherman somewhat, and that didn't lead anywhere.
We would have to increase CP's to make that work. However, on the other hand, increased CP's means you will never see call-in units utilised on anything above 1v1's, and only on call-in strats. We also have no way of predicting what CP level should be sufficient.
E.g.., in Caen, where players often engage in resource-denial warfare CP's stack up much faster than resources would allow you to tech.
- Limiting call-in vehicles to 1 without tech will not work for the heavies (a no-tech IS-2 will probably crush OST in the mod, if OST was foolish enough not to also pick call-ins).
It could, however, work for some of the non-heavies (e.g., Stug-E and maybe the M10). To make this work for KV8 and the KV1 it means that we will have to leave KV8 kinda inefficient, as is, and revert KV1 buffs. Again, this means you will never see either unit in anything above 1v1, since the new Panther will chew them apart.
- Resource penalties will hurt the long-term viability of these vehicles. Essentially, this means you will never see call-ins on anything above 1v1's; and you might only sometimes see call-ins in 1v1, when somebody explicitly wants to try a call-in strat.