Yep, aside from coding, localisation and 2D art, DMz and Beefy are essentially keeping this mod alive single-handedly at the moment. With DB as busy as he is, we'd be dead without them and are almost totally reliant upon them. Which is why it can be so infuriating when people bombard us with casual requests for new content (usually American) without considering the practical side of things... or the fact that DMz and Beefy are humans, and as such require sleep to survive.
Suggestions are always welcome, especially those regarding balancing and bug-fixing (like in the OP). But most people aren't satisfied with simple fine-tuning between patches and want new content. We have others (aside from the aforementioned three) who can do basic modelling, but none that can
also UV map, skin, import and animate. Which are actually the hardest parts and which make new content almost prohibitively difficult for us.
Campaigner wrote:one faction is versatile and the other is not (and therefore loses).
Versatility is supposed to be an inherent US advantage, and is supposedly balanced by Chinese cost-effectiveness. But I agree that the PLA needs a boost.
Campaigner wrote:One faction fuckin ROLLS the other with Rifles alone
Riflemen/Marines are
the core US unit, but I disagree that they can't be countered or matched. They pay dearly for their versatility. Almost every capability they have either costs munitions (LMGs, grenade launchers, AT4s, hand grenades) or is doctrinal (target designators, smoke grenades, thermal goggles, shrapnel protection, overwhelming firepower).
They can also be outmatched by more specialised PLA units; for example, the recent QBB-95 Regular upgrade provide a means of ensuring Riflemen long-range inferiority late-game. The QBB-95+QBU-88 combo beats anything Riflemen can lay their hands on.
Campaigner wrote:Then there is the mines.
Maybe the current mine system could be revised somewhat. One idea would be granting Engineers the ability to lay both anti-personnel and anti-tank mines by default (each more specialised but also more cost-effective than the US mine). Potentially removing mine-laying capability from Militia (who will likely be receiving additional functionality in the near future).
Campaigner wrote:Their other AT is not good enough.
That will hopefully be changed soon.
Campaigner wrote:You could power up the AT gun with a global or individual upgrade or make the player choose one of three modes with a 20 second cooldowntime or shutdowntime. Increased range, speed, sightrange or damage.
That was discussed internally a while ago, but ultimately rejected. Also, see above. ^
Campaigner wrote:Another idea is to have tier 3 as the support tier and tier 4 as the assault tier.
Meaning what exactly?
Campaigner wrote:Adding a buildable Howitzer if you have tier 3 would be nice.
We only recently removed the T81 MRL. Any reasoning as to why a T3 howitzer would be worth the effort involved?
Campaigner wrote:I don't know WHO got the absolutely BRILLIANT idea to nerf boobytraps into the fuckin GROUND
I believe that they were recently given the same stats as a Chinese hand grenade or anti-personnel mine (can't remember which), because previous to that they'd been destroying entire squads outright.
A better idea may be a rapid sequence of grenade-strength explosions scattered around the triggering squad, rewarding quick reflexes but also punishing lingering players more.
Campaigner wrote:The Eastern Front is just completely superior in the doctrine department. When I read about the Ostheer doctrines, they sounded great. Checked out the Army Support tree (left) and liked what I saw. Tried the Elite tree (middle) and was even more impressed. Lastly I tried the Army Fortress tree (right) and was blown away. Those doctrines are the best I've EVER seen in a Company of Heroes game. So good and useful abilities in so thematic and good doctrines!
I can't recall the EF doctrines from memory and I wasn't around when our doctrines were first designed, so I can't give you a proper answer here.
Campaigner wrote:By now you understand that I think Modern Combat is not as good as The Eastern Front and will therefore go over to that.
OK. Different mods for different people, preference is subjective.

Campaigner wrote:The competiive community is lacking as well.
It's a shame. Nobody was interested in our previous tournament.
Campaigner wrote:the most frequent posters here are only talking about realism....

That's not the community I envisioned....
Everyone is entitled to their opinion. Including those who don't agree with you.
For example, I'm of the opinion that the original developers of this mod took too few risks, and adhered MUCH too closely to vCoH mechanics in the hope of copying its existing balance. Modern Combat has very few innovative mechanics and features, too little to truly emulate modern warfare... because previous devs (no names) intended it to cater
exclusively to the competitive community and didn't really care about the fun-factor or a casual playerbase in general. Until recently, I'd actually found the team atmosphere to be extremely restrictive and not conducive to creativity at all. Which I think was a real shame, and the reason why mods like BK are so successful compared to MC. They
complement the main game, rather than attempting to
replicate it.
So if a hardcore mode bridges that gap without affecting balance (which as you said, nobody gives a single shit about nowadays anyway)... I don't see the issue.