1. Battleships, I cant imagine that Battleships were intended to be used in the way they actually are, about all they amount to is a way for the gun sitters to shut down a field. They ability for a naval battery from both Cruisers and Battleships to lay direct fire to hangers is just poor game mechanics. At least Cruisers are easy enough to destroy or disable plus it takes quite a few direct hits to kill a hanger unlike Battleships. I admit, when they first appeared I though they were another interesting tool, but as time progresses I more and more wish they were gone or at least kept far enough away from sure where they are unable to lay down direct fire on hangers.
2. The trees/tiles, the only item inferior in AH3 compared to AH2 are the damn trees, frankly, I think they suck. They don't look realistic from the air or from the ground, all they do is facilitate hiding in GVs. GV action in AH2 was much more fast paced then in AH3, due in part to dwindling player base, but also due to the trees making tank play more hide and seek, and less pitched battle. You can literally fly over a Wirb at 600 feet and not see it or an icon.
ie realistic, however in AH the Wirbelwind have a computer aided range to the plane all the time, something introduced with laser rangefinders in the 70's.
The effective range of the Wirbelwind should be reduced. They were used to protect columns and was very successful in doing that.
In AH you can see more Wirbelwinds and Ostwind at an airfield than a Panzer battalion had.
3. Base/Strat Resupply, Its far to easy and quick to negate what someone spend up to 2 hrs to do. It seems its just a mechanism for players to use to feel some sort of of purpose without engaging in any sort of combat.
Agreed
4. GVs in F3 mode or Ost/Wirbs, if you kill the commander of the tank, the tank itself should die just the same as killing a pilot in a bomber. I.E you strafe the commanders hatch while the tanker is in F3 mode the tank dies.
No a commander can, and will be replaced, introduction of a 10 second delay before you can shoot would be more realistic.
5. Vehicle supply, Its ludicrous that a single M3 can instantly resupply 10 vehicles with 10 turrets and crews, 10 engines, 20 tracks, and 10 full loads of ammo. Maybe a recovery vehicle and a 60 second wait time would be more practical.
agreed
6. The new icon dar. For the most part I like it, but parked planes or planes flying under 45 feet need to be invisible.
agreed
9. Country mechanics. The three country system as it stand now doesn't seem to be working all that well. For roughly the past 1.5 to 2 weeks two countries has been relentless on the third. I understand it to a point with the "lord of the flies' mentality exhibited by most players. For instance, at this moment country A has 30% of country C's bases, country B has 28% of country C's bases, neither country A or B have any of each others bases and no base is flashing or any dar is visible on that front. I doubt any bases except for the center vbases have changed hands in the past 24 hrs between country A and B. Essentially, for at least 80% of a maps duration you have a quasi 2 country war, or something akin to the Allies and Soviets vs Germany. I am by no means proposing a 2 country system, but a control of sorts to limit the ganging would be nice.
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Front line ENY might be working, also you have to take bases at the front (supply strategy), unless a fleet is nearby, makes predictability for the defender work better and easier to create a fight, than taking defenseless fields.