1. Don't make the area around HQ be in the base taking path until it is in the area of the very last bases to be taken. Rooks took the bases nearest to the HQ early on and deprived the Knights of radar most of the time. Without radar it's hard to get an idea of where the enemies are. Tends to dampen the willingness to counter attack being blind.
We aren't flying in the squad ops arena where scouts are activley looking for the enemy and everyone is blind. Two hours of that once a week is enough. The rest of the time I would like to have a littel bit of FUN with my mayhem.
2. With imbalanced sides and "0" radar, counter ofensives are not in the equation for your average player. In the least don't allow radar to go completely away under any condition for any country.
3. Include some specific way or ways for the blind out numbered side to tacticly disable the steam roller effect against them with a foolish but heroic(stoopid) raid or raids to buy real breathing room. This game is not "AH the Thermopoly Version".
4. Add a feature to radar that will give alt on incoming cons. Limit it to a sector and a half....distance would be worked out..... I think the Brits had that in 1940. It could help players to make decisions about how they up in terms of real defence against bomber raids.
5. Make the 163 perk price equal to the 262. In AH2 it is the uber wet blanket from heck. It works like only Willy could have dreamed it would here in AH because it has none of the real dangers related to the fuel. Try an experiment. Give it unlimited fuel and 1000 rounds ammo with no weight issues and no perk on it for a week in Orange arena. In the AH environment it's the air superiority fighter and turn fighter from HECK.
Other than my comments your new direction is great. Just wish Nomde had taken the 56th Rooks this time. Be nice to be on a non-blinded super hoard side for a change.
