PS:
Some games have "Infantry formation options". I wish we had that in CoH, so you can simply order the squad to change their formation (V, line, Crystal, etc.). Hell, even simple infantry spacing modes can be great (And as far as I know, it's easy to implement and Cruzz did that). Just a simple button to let you change the spacing a bit (tight or spread).
I have to disagree with formations choosing option. That would mean crazy micro added on a game that is already micro intensive. Think about it, you'll have to change formations for every situation. The solution is far more simple, Relic should solve the spacing problem, while not ruining cover optimal positioning.
I don't think this would be such a big deal, someone solved this through a mode.
The 120 soviet mortar it's a verry powerful weapon. Soviets it's now easy mode taking OKW's place, with the condition for the player to have enough experience to know what to do.
Having these said, I don't realy think 120 mortar is OP. The only thing that really bothers me at it, is that one man left retreat bullshit. That shouldn't be. Fix that and the weapon it's ok, these are my 2 cents. It's not a cheap weapon.
Which is why I've specifically stated 11+CP.
Units below that do not have firepower and durability mix to excuse any limitations other then to command units, its not hard to counter them with normal AT guns+infantry support.
Hmmmm... this could actualy work. The only problem here is Ostheer with its expensive teching and not so good atm Tiger...
IS-2(and tiger, well, all 11+cp units) need one thing only, which is a limit of 1.
Its equally bs to fight 2 tigers as it is to fight 2 IS-2s from a single player.
Again, this is the design issue. Argument that KT is weak because it loses to 2x IS-2+more isn't really a good one.
@kamk
Got to admit, I took the assumption of going straight for the KT as still so many OKW players try to do, if they will get lights, especially puma it all changes.
Surprisingly, this time you are the one who said a sensible thing related to heavies. Exactly this I was asking for and that is why COH1 was more balanced when it comes about heavies. THEY WERE LIMITED AT ONE AT A TIME on the battlefield. And this would solve a big part of the "call-in meta" problem that so many are complaining about. Fact is, I really don't know how things can be settled in dual call ins case like T34/85s. If one of them dies, then what? Generaly speaking 2 85s = 1 IS2. Or in KV1 heavy tank call in's case, which is not so strong to be limited at just one at a time.