HeroicLarvy wrote:Raise time re-camo times between sniper shots a little bit
Why do you want that? You're supposed to have to track them down.
Trackilitious
HeroicLarvy wrote:Raise range a bit on US mortar tanks
The reduced range is similar to the vCoH mortar halftrack's, it's to compensate for the vehicle's greater mobility and responsiveness. There has to be a tradeoff for the sake of balance.
hmmm I give you that one. Still freacking fire rocket artillery... hate it!
HeroicLarvy wrote:Raise cost on apache
Why's that? It's already an end-tree ability that costs 175 munitions.
Oh wow...
HeroicLarvy wrote:Make engineers actually throw demo charges instead of placing them
They already do. Am I missing something?
Maybe you can make them set them too?

... have that nice ambush point on the bridges. Invulnerable to being detonated by explosions, only EOD kit can get them out. ANd BLAM blow the crap out of the bridge

Surprise!.
HeroicLarvy wrote:Raise limit on main battle tanks to 2
Possibly, although I don't make the final call.
HeroicLarvy wrote:Raise range on MG nests a tad
They're currently the same range as in vCoH. Do they need to be longer?
HeroicLarvy wrote:Also add new factions?

maybe UK and North Korea?
Not possible unfortunately due to manpower constraints, but like Dzierzan said we're working with what we have...

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Well, IF IF, you decide to do something like this, my friends have asked for different factions but I've explained due to "story" constraints they wouldn't make sense. I know this game isn't an rpg, or lore based, but your... "back story" to the Chinese American war was really nice. So if you do put other factions, it would be nice if you work a nice little backstory as to why they got involved in the end.
Specially given within your backstory you stated the US deployed and made based close to NK exactly to dissuade them from getting involved. Not to mention from within the story I dont see how anyone would have the stomach to get involved except those hit by the EMP.