Currently FRP give USF, UKF and OKW an unfair advantage over ostheer and the soviets.
On the offensive it allows for insane presure and lower the impact of machineguns and overall better unit management.
On defense it provides a strong staying power and allow indirect fire weapons to survive counterbattery fire.
Thing is, it is different for every faction. Allied factions requiere unit combos: Mayor+ambulance and FRP+upgraded Tommies
OKW can access to the FRP, a reinforcement point and healing in the same package.
I've heard balancing its also giving new options to players but FRP counterdicts some of the basic principles of CoH, as a game that rewards unit preservation, superior micro and better tactics
If basic principle of CoH is no forward retreat then it was ditched since 2014. A lot of changes to the factions were made since then and they all accommodated FRP; if anything forward retreat IS a basic principle of COH and people just don't like it when they are at the receiving end when playing as Russians.
It doesn't so much give an unfair advantage over EFA, since larger squads at T0 allow that from start to finish, it simply magnifies the problem by letting said larger, stronger and more versatile squads run back and forth between a point for faster reinforcement and travel time (ignoring, conveniently, the manpower cost that which is unchanged); it actually doesn't solve it and it's apparent once you actually play this mod in a large game. People just want to be vengeful against blobbing, not getting rid of it altogether.
UKF is the only one that is solid on defence alongside FRP due to emplacements and the only faction to have it with T0 HMG, but it's cost and playstyle pretty much has players ignoring UKF's FRP situation.
wehrmacht and soviet can use Halftrack as retreat point, but it should be doc or non-doc ?
Should be non-doctrinal, but with the tech, fuel and micromanagement cost I think it makes up for it. 30 fuel to produce an FRP rather than tanks is going to cost you some tech time, especially if you follow it up with another 30 fuel for a reinforcement plus FRP combo and effectively rely on infantry for much more of the game.
Which leads me to think that OKW's FRP should probably cost fuel or munitions as well to give more opportunity cost. Currently FRP is JUST a manpower cost of like a single infantry squad or ISG. If it also cost tech or upgrade/ ability resources, then that already lessens the impact of blobbing since less time for T4 truck and less resources to use abilities and upgrade.
Frp promotes bad play (just assault, if gone Bad just retreat and be on the assault 20sec later again).
Remove it or build a doctrine solely around it.
Disagree due to aformentioned points made, and they made not one but THREE distinct factions around it.
Ost:
-Add it as un bunker upgrade (same timing as US major ) using the same upgrade button : can't be on the same bunker as healing or reinforcement.
Sov:
-Add it as an M4 halftrack's upgrade (same timing as US major).
-Make the base medic mobile so they can go to the front.
OKW:
-Add it as an infra-red halftrack's upgrade (same timing as US major).
-Add the healing box supply drop from it. (remove it from pio)
US:
Add it as an ambulance's upgrade (same timing/cost as it was with the major).
Remove it from major.
I thought about Ostheer bunker as FRP before but it would either look weird due to four upgrades for a bunker (UI will have the fourth one a second row); and combining it with an upgrade would make it a bit powerful especially on smaller maps.
It could of course just be an upgrade-after-upgrade thing where upgrading any bunker will unlock the FRP upgrade, so you are forced to spend more munitions after the initial 60. I also don't really want Ostheer's FRO strategy to mimic British simcity what with requiring more bunkers. However with smaller and specialized squads Ostheer is less likely to be a blobbing faction even without additional manpower burden.
I also sort of think the FRP upgrade could replace he reinforcement one entirely and have the reinforcement rely solely on halftracks, so there would be the requirement of T2 plus fuel investment for the FRP to really work, rather than just building another bunker nearby. Replacing medics is also viable since squads can heal themselves and others now.
On the medic thing it could be an alternative upgrade to M5 halftrack, for a total of four possible but mutually exclusive roles:
Un-upgraded: transport, reinforce
1- quad 50cal for combat
2- FRP, requires toggle (immobilized)
3- medics, requires toggle (immobilized)
For a single halftrack the four roles cannot overlap so you can neither reinforce, heal or transport with that halftrack upgraded to FRP, and vice versa. So you either have to micromanage with multiple halftracks, which means less tanks and manpower, or just live with the limitations accordingly. Vanilla halftrack however remains viable simply because of mobile rienforcement that can still fight on its own or with infantry inside.
I do like the idea of OKW's IR halftrack providing the FRP; it would require it to be next to T2 for reinforcement combo, but can be hardcountered because its got neither weapons nor durability; it also means they are far more relevant in a game and can't be ignored by any blob-oriented player. It would effectively make FRP less effective due to easily being destroyed (and unwitting player retreating blob all the way back to HQ), while not actually changing the way FRP is handled for this faction. I personally prefer if OKW tried to stay a bit different than other halftrack-based FRP though, however the idea of halftracks filling the FRP role is still a good idea in itself. Definite +1.
I think what makes FRP better is if it's less effective on its own and thus requires other things nearby, which itself require more investment of resources and micro; so of all factions USF represents FRP the best, as it requires Major (T4 non-combat unit) plus ambulance together for effective retreat point. The more things required for useful FRP the better, IMO.
The only change I would want is if Major needs to upgrade to FRP first just like UKF and OKW, and munitions cost would mean less ability for BAR and bazooka blobbing.
Another idea is requiring all three officers to be on the map to allow or unlock FRP.