Pumas would still be a decent counter to AB. Perhaps a softer one. For one thing they still can shoot the reinforcing AB out of the sky like pigeons.
They don't cost nearly as much as a RR AB squad (375 mp and 125 muni) and are still able to do serious damage to any infantry. And an unupgraded AB squad has 0 counters to a Puma.
I don't think the Puma was supposed to be the hard counter "anti-AB" unit. I think that happened more as a side effect of the RR-phase issue than because of design.
If RR's started hitting pumas more or less all the time (as they would, due to their low scatter) then no, it would drastically change the use of AB. Right now a sensible Wher player will build pumas to counter AB- this would no longer be the case.
And yes, it wasn't supposed to be like this- however it always has been like this, and therefore the game has been balanced around it. Bikes and jeeps aren't supposed to be able to push either, but the game's been balanced around it.
Mines are a great part of CoH though, so any changes done, PLEASE do them subtly. I think the idea of making minesweepers more effective is a good one, to start.
On snipers: Have you tried making their reacloak and movement speed slower? It will indirectly make all units more effective against them, and their counter even more so, without crippling the firepower itself (it also reduces the sniper's field presence).
If I may suggest another change for the future: Medic System overhaul. Zombie Grens always were a bit of an issue.
Naturally, any changes to mines will be discreet and likely will focus on methods of detection first.
Snipers: I've thought about it, but I'd rather not make the sniper an inherently weaker unit. Ideally, it should just be easier to counter, especially when used unsupported (even in high level COH, many players might just pair their sniper with a single rifle or volk and use that to single handedly push back an entire army).
There are no plans to change the medic system right now, it's not a balance concern. I'd like to be able to stop grens from being able to nade their own volks to make zombies, but besides that (and I don't think I can fix that without turning off FF) they will remain unchanged.
snip
I'm not a fan of introducing new units. I feel that would go against the objective of the mod, to enhance vCoH, by actually changing quite a large part of it.
Crab flail, yeah I guess it could be increased, but it is supposed to be a _mine_ flail, not a run-into-your-base-activate-squash-mode flail, so the slow speed does make some sense.
Good catch with the Hellcat, will fix next version.
Ok for the negative zeal, it's supposed to be powerful, but remember, only for grouped snipers, not single snipers, and not two snipers used at some distance away from each other. It does nothing to prevent players getting multiple snipers, but it does require them to use more micro to protect them.
1. Sniperspam case. If he has 4 snipers, that's 1.5 x 1.5 x 1.5 = 3.375 buff to accuracy for any weapon shooting at them. Take the Jeep for example- at medium range its accuracy is 0.4, so 0.4 x 3.375 = 1.35, which means 4 blobbed snipers will go down very, very quickly to a Jeep. As they should.
2. Grenblob case. In this case it's just a case of microing better. Split your snipers up rather than attack move blobbing them while kiting the grenblob, the principle is the same as always, but if you can't micro 2 snipers at once then there is a penalty, an axis sniper will have, instead of 0.5 accuracy (assuming your snipers are moving), 1.5 x 0.5 = 0.75 chance of hitting. So you're not guaranteed to lose your sniper(s), just more likely.
3. With recon, same again. A single sniper remains just as powerful as it ever was. 2 snipers remain just as powerful as they ever were. The only difference is, if you feel the need for multiple snipers, you need to micro more or face a penalty. That penalty isn't massively harsh in the case of double snipers- it's 75% chance of being countersniped instead of 50%. But it's a risk you choose to take.
Reload bug I can fix but some may see is as a feature.
Quad in OMCG I think would be too powerful. OMCG is already very powerful, I think this buff is enough, it just makes it less likely to give both a mortar and MG at once. So basically OMCG gives you either an M10/M18 or an ATG, then it gives you either an M8, M10/M18, ATG, mortar or MG, then it gives you either an M8 or a rifle (previously MGs and mortars were also in this group), then if you still have remaining MP allocated (because you got low manpower units before) then you get a spare rifle. So you can work out the groups from that, there are several possibilities.
Demo's I'll keep thinking about, been talking with Aimstrong about it and consdering whether just a very small buff to time taken would be better than halving the time, like 50 secs instead of 60. The timing in itself is a skill.