It's better to just get rid of that mechanic altogether, see how the factions perform without it, and compensate with something else if needed (e.g., ambulance speed, IRHT/Stuka forward reinforcement, medics for Brits, etc).
If you think Relic would approve. Go ahead.
Anything that narrows the window of FRPs will still promote the idea of human-wave attacks. Because, let's face it; if people blob, they're going to hit that mass retreat anyway.
At least now you have a window of opportunity to punish it. AND they have to prepare/plan for it.
So it's not really about balance, giving everybody FRPs whatnot, but rather looking at FRP and seeing if it promotes good fun gameplay or bad gameplay.
FHQ:
Change it from a toggle, to an active ability. 2 mins cooldown, 1 min duration ability. Now you actually have to time it and use it with some thought behind.
Going roughly through coh2stats icons and checking area_damage_FF_multiplier:
I might got some wrong values but overall, i think a normalisation of friendly fire by category of weapon should be done (Pwerfer is one of the outliers). I didn't bother with offmaps cause it takes more time to look for them.
If you ask me, i'll remove the 0.03/0.03 category and move it all to 0.20/0.20 Friendly fire shouldn't be as friendly as it's now.
Mortar pit:
Heavily handicap autofire (same with other indirect options), by reducing the range to 80/90.
Then reduce the cooldown on barrage (keep the range) so it can be used frequently, which means, you won't no longer kill units on the move but deter static/defensive play. Reward/force micro.
Bofors:
Give it an arc and an AA mode. On AA mode it moves around automatically but against land targets, it will only shoot at what it is on it's arc.
The Cover from ATg shield does not seem to work for any ATG.
This with some minor few points: the cover works but only for the dudes who are not operating the weapon, which in general, try to be far and spread out. You can put an AT gun behind cover and the 2 guys manning the weapon will benefit from it.
The only redeeming point of AT gun, is that they have a hitbox which can block shots for better or worst.
Ofc they are easy to kill with a dive, but if your opponents arent scrubs then they wont let that happen. Just mine the ways to your Katyusha(s) and you are mostly fine. With what do you want to chase the Katyusha, particularly as OKW player? A Luchs is a possiblity, but it's fragile and you need Mechanized. Everything else (let's say a P4) is not worth sacrificing in a suicide mission. The same argument could be made about why Allies dont simply dive after a Stuka with a cheap T34. Sounds easy, but it isnt in practice.
The difference between Katyushas and all of the other artillery vehicles, is that even infantry small arm fire can kill it in relative short time. So automatic fire, infiltrations units and nades are an option. Combined that with not awesome mobility and you have a chance.
Artillery/offmaps (mostly strafe planes) are good options as well.
OH has access to cheaper most disposable options to deal with them (222/HT) and even T3 tanks are cheaper and can be made use of.
If your issue is OKW, then remember that:
-Cloaked raketens at vet1 get no penalty on movement. Depending on map and position, you can cheese your way out.
-Med HQ gives you less options, but little reminder that vet3 ISGs have ±140 barrage range. Not ideal, but the option is there.
-Mech HQ has all of it's 3 options as viable. P2, Puma or Stuka.
-Similar to raketens, if your enemy favours using Katyushas at short range, then JPIV (at vet1) is really good to punish it.
-Any OKW infantry managing to get close will kill it (SP MP44/Schreck, Volks with STG + Faust, Obers LMG)
Commander wise: they offer lesser direct options but more utility based tools.
Spec ops: radio silence for sneaking. Flares are great cause unless he is watching the "backlines", it doesn't alert your opponent.
Luftwaffe: recon - Falls if they are near a building.
Elite armored: signal relay is basically maphack against vehicles.
Scavenge: Ostwind is the cheapest most robust option OKW has.
Fortifications: combat fire with fire. LEFH.
Feuersturm: rocket barrage. Use it only if you can sneak vision on them, don't make it obvious.
If you can't flank, due to map layout, then that means that you are on a artillery fest map and you should answer fire with fire. Basically, they won't be able to attack your artillery as well. That's a problem with maps such as Trois Point, Ettelbruck or any kind of small choke point like map. If you don't veto them, you should know how to play those maps.
Overall, i think the direction is fine and that there are only a few changes which are controversial. There are others which have too much direct influence on only been able to be applied if there are tweaks on the WFA+UK armies.
If i don't mention anything is because i agree mostly.
General changes:
Call Ins: if the tiered building associated is destroyed, cost rollbacks or stays with the discount. I ask what you have in mind for OKW T4. All in all, i think it's fine.
Soviets:
Conscripts: this is gonna be a pain in the ass to get it right but worth the effort.
Anecdote: it might not be worrisome due to now having only a single available ability which affects acc (FHQ aura been removed) but doesn't this make things like FMR (for mother russia) irrelevant at some points? Basically if you are not engaging high vet low size squads, the bonus is not doing anything? (Just like Valiant Assault).
Flavour: i like been able to maneuver early on with Cons while using Hoorah. It's kinda prohibiting if the cost is increased. I mean, if the numbers presented are right, you are not increasing by much the close DPS, molotovs are only faster thrown at vet2 and nothing crazy has been done in other aspects.
AT-Nade/Molotov/AT satchel/PTRS
Was it tried to fuse AT-Nade and Molotov upgrade in a single tech choice and link the AT satchel or PTRS into it.
Demos
-So it will still wipe enemies which are bunching up together (in comparison to mines) and can force retreat to AT gun even if they are in the outer side ?
-Does this apply to booby trap like demos or timed ones? Probably not, but worth asking.
-Does this have any weird effect on emplacements?
Flare
Reduce cost is nice. Revealing cloak too OP ? Both sniper and mortar.
Guards Troops:
My approach. I still think they are losing some value, even if they get a mp cost decrease since they lose the capabilities of fielding both light AT (which it wasn't bad AI defensively) and AI (DPs) and now they even have to buy back the PTRS.
Option "l33t" piñata dudes:
-Keep the current live version status quo. 360mp-4slots-PTRS on spawn-Drop rate
-Apply mosin/nade changes
-PTRS with old pre WBP performance
-Hit the dirt > changed to "Hold the line" or any cheesy defensive like name. IF anything this goes more to the old "Defensive Stance" approach
Only activable while outside of combat. Can the range bonus be increased to slot weapons to +5 (what Pathfinders, JLI and Falls get). NVM just increase the range to +5 in all since it's a defensive ability mostly (not passive or WOWSHITTOGGLE it during combat)
Basically a slight improvement on their current state.
Option EFA Revamp 2.0
-Cost to 330mp (old cost)
-MAYBE: weapon slots to 3. I think it might cause issues but i can't let it go♪ ...RIP piñata dudes with stuff.
-Spawn with mosins.
-Double weapon upgrade. Either double DPs or Double PTRS. Drop rate to 0.1 or middle ground.
-DPs keep the button effect, the pseudo CC/Snare.
-PTRS gives a different ability. First 2 shots applies a RoF reduction. From the 2nd volley (3 shots onwards), it applies the turret lock crit (you can still shoot). Keeps refreshing if the target stays on target.
-"Defensive stance" see point before.
Soviet PM-42 Mortar
Popcap from 6 to 5. How does this work? Crew also to 5? Didn't fraction popcap cause issues?
PD: same with other units which have 6 man crew and now pop of 5.
Urban Defense Tactics:
Option 1 which is more likely to be accepted by Relic:
Reduce cost and remove damage modifier. Keep def buffs.
Option 2 more interesting:
Let it be built on bunkers.
Replace armored detection with defensive emplacements (this is a combined change with Defensive commander abilities). Tank traps + bunker
I want to think that these have been forgotten, any ideas to improve? HTD, Tank traps, AT grenade assault, Personal AI/AT mines
OH
Stormtroopers
STG upgrade slightly cheaper?
Call in specifics + Techings
RIGHT NOW:
-From BP2 to get all tech, it requires 660mp/220f.
-Getting only T3, it's 360mp/120f
-Skipping T3 to T4, it's 400mp/145f
-EFA Patch to get all tech, 560mp/170f (also discount on call in)
PERSONAL CHANGES v1:
Call in discount requires BP3 (it's hard to make it free without purpose IMO).
Tiers 3-4 are independent from BP and BP from Ts. BP unlocks units.
T3 gives Stugs. T4 gives PW. BP2 gives PIV and Ostwind. BP3 unlocks Brumbar, PV and Call in tank discount.
-Getting only Stugs, 260mp/60f
-Getting T3 complete, 360mp/120f
-Getting PW, needs Stugs, 460mp/135f
-Getting T4 complete, n. stugs, 560mp/160f (which also gives call in discount)
-Unlocking only call in discount, 200mp 85f
-All tech 660mp/220f
TBH i don't want to expand on this cause it was already a mess of swapping values to present this "simple" idea which doesn't mess with current timings too much.
Spotting scopes/Smoke Tactician:
I thought they were mostly fine. Smoke been countered by attack ground. Keep cost, decrease delay. Increase cost, remove delay.
About other forgotten things:
Smoke bombs: make them not require LOS
Sector arty: ???
HT riegel: 222 deploy ?
Defensive doctrine: combined trenches with tank traps and give some love