So:
One of the best improvements in CoH2 over CoH1 was the AT gun generally being in T2 structures rather then T3. CoH3 SP alpha had it delayed back to CoH1 timing, so I hope that one is only placeholder or campaign specific
Assymetrical balance should consist of giving one or two factions a supplementary tool/ feature/ tradeoff that others do not have. Assymetrical balance should NOT be denying one or two factions something (especially not something crucial) the other two/three do have.
(Examples of good assymetrical balance: USF crews, OKW forward bases, USF/UKF nondoc recon, tech rewards, nondoc Tellers and S-mines, weapon racks, sprint on mainlines, etc) (Examples of bad assymetrical balance: Tech-locked Medium and Heavier indirect for USF and UKF, doctrinal Flamers for non EF factions, no damage-spongy units for USF, hard to access AA for Ost and UKF, etc.)
Generally, units based on shock value dont make for fun gameplay. Make sure that everything can somehow function even when the bigger boys arrive in exchange for not being able to cause instant gg if its counter isnt on the field (Clown cars and LVs have a problem with this) Actually, the first point kinda ties in to this
Indirect fire should be heavily situational and hardly ever dominant. Its the same as nades and bazookas in FPS games - a necesarry evil needed to punish campers and blobs, but there is no excuse to making it as dominant and meta as it was so far
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