While it would not hurt, I think that this is probably not worth the effort of implementation. If you don't want a unit anymore, just sacrifice it. Your opponent gets a bit of vet out of it, but that's just the way it is, and better than all the bugs that could be caused.
It's just such a rare issue with other potential "fixes" already available.
popcap abuse is not a "fix"
As for OP, I swear I saw this thread like maybe a month ago? I don't remember if I replied or not but basically while it wouldn't hurt, I could definitely see some players insta-gg when they accidentally "withdraw" their vet 5 Obers or vet 3 pershing.
I dont think it will break balance. Why would it break balance? Because soviet is a threat again to axis? Soviets defeated Axis in WW2. They had so many tanks, Hitler himself said they have crazy many tanks.
If u want to balance the game, let Axis have Superiority in quality, and Soviets in numbers.
This was literally the game on release and it was AWFUL
Also the bolded statement is very much incorrect. The soviets did not single handedly defeat the axis. The allied powers + partisans + finland for a time did. As well as many other smaller nations.
Could probably look at trying to lower the time needed for them to activate. Think it's 1.5 seconds now? should maybe lower it to 1.
As for OPs suggestion, I'm not sure if that's possible since rotation counts as movement and therefore potentially cannot be distinguished by game code as what we call movement or rotation if that makes sense.
Not seen that much b/c if the opponent is ostheer they will have an early 222.
Vs OKW they are going to get a flak ht or luchs at 6-8 minutes so you can't really afford all the manpower for healing, stuart, 50 cal, AND m20. Most people are choosing not to get the m20 first and later it doesn't make as much sense.
It's not bad but it's not really meta now that you have less manpower and the m20 can do less damage (timing).
I'm confused then. Its damage wasn't nerfed, only the zook was removed IIRC. So because now it's weaker to 222 from OST it falls from meta?
So at the very beginning you tend to cap in order of the points you run into, which is fine. The downside of this is that you potentially forfeit the strongest points on the map by not rushing there. So it's all preference I suppose.
Major issue that persisted the entire game was you never tried to cap right side of the map. MAYBE everyone once every 10 minutes you'd send 1 squad over there but they'd just get forced away and you'd never go back. You were the south side player on arnhem, which means the right side is your natural fuel, and it much easier to hold than the left side. I suggest trying to hold that side, even if you don't though try and set up your lone combat engineer to go solo cap points by shift queueing a cap order so you can potentially get more territory for minimal effort. If your opponet has a force there then consider attacking and pushing him off with the rest of your army.
You lost control of mid very early to 2x MG42s and decided to go mortar. Good choice, I think a flamer on your engineer in addition to the mortar would've been helpful to clearing garrisons like your opponet.
If you see 2x 42 and 2x pio it should scream to you he's going Pgrens.
Didn't infiltrate the 1st guard squad, but did later on. Maybe just forgot about it the first time? Unsure.
Unsure why PPSH guards were used instead of DP28s. Arnhem is very negative cover and long range oriented map which makes it difficult for many CQC squads to close the gap. DP28s would've been more efficient from buildings and taking engagements.
You seem to be really passive with your pushes or are just unsure when to move up. You need to gain intelligence of enemy positions. Try using your mortar for flares and then making a push. infantry covers supports teams and support teams cover infantry. They need to work together inorder to push entrenched positions.
You didn't steal an MG42 when it was decrewed when you had a 6 man squad near it. A 6 man MG42 squad is one of scariest things an axis player can face. You should take 42s in 99% of all cases. Also didn't take a pschreck on the ground. Always grab that to deny it to your opponet as well as bolstered AT on your troops. I suggest CE or cons since CEs get good vet from it and cons have snares.
You always kept pushing left and taking territory but completely ignored your own cutoff, so you got no resources. Territory is important. Cutoffs are equally important.
Lost your t70 carelessly when you knew there was both a p4 and an ostwind on the field. Getting wipes is nice and all with the t70, but going for dives when there are 2 armor pieces on the field that can easily solo the t70 you need to be more reserved.
Didn't rebuy combat engineers near the end of the game when the su76 was damaged and therefore stayed damaged.
Not really sure what happened the last 10 minutes of the game. You like tried for an annihilation victory against your opponet? When he had a brumbar and a panther in your base. Secure your own territory and then take his away. You can't keep your troops alive if they have to retreat into a brumbar on your door step.
Hope these few tips helped.
Any questions, comments or concerns do not hesitate to ask!