Eliminating m3 troops is the latest change but it really began when we switched to ah3 and the map changes.
Greebo's Crater map would such the air war dry with the huge tank battles in AH2. Now in ah3, nothing.
Then the changes in tank island eliminating the GV bases. Now it is common to enter prime time with one country controlling the island. Tank battles happen but are rare during prime time.
The distance on average for a GV to travel in ah3 to a red base has increased.
1. - M3 troops is Hitech testing something, we all have to wait for his results. He probably has no other way to get the exact data he is gathering contrary to a popular conspiracy theory about Hitech's master programmer sneakiness. Does the game have a monthly score category for the most supplies delivered to screw base captures?
2. - I copied the CraterMA TT crater to my terrain BowlMA as best I could, for the first few rotations GVers used it for nice battles. Now because I also set the GV spawns to follow the air combat front across that terrain, GVers follow the fronts instead. That is their choice not Hitech doing something to them. Or blame me for how I setup the spawn paths for GVers. I guess now I need to force all spawns to drop them at TT on my new terrain........
3. - Copied the NDisles center island to my new terrain and added canals so I could add bridges. Hitech took time from his swamped debugging time to make the bridges work for the game so I could use them. He is always thinking about his customers. I made it harder to capture the feilds on that island but, Hitech will not allow uncaptureable feilds away from the HQ\City area. If you can convince him, I will happily tag the three airfields in the center of my new terrain as uncapturable. No one can do anything about cheesy childish game play which is why those airfields on NDisles get captured when not enough players are on to defend them. I've tried to defend them against the kiddy hoard when there was only three of us, it's impossible, and they like it that way. A simple way to put a monkey wrench in that is one spawn from the next airfield back between the small airfield and it's GV spawns out to tank town. I'm still considering a spawn from the next island back into the TT area for each country. And that opens another potential can of worms for abuse and complaints in the forums.
4. - As far as I can see the AH2-AH3 terrain conversion function in the terrain editor kept all spawns exactly where they were relative to the targets they were dropping GV's off to go to. What changed was the clutter and trees being poorly implemented increasing your time spent navigating tight confined places. On my first terrain I addressed that and standardized all spawns at three miles from target center. It takes a tank 7 minutes from the spawn to the flag in town. Any faster and you are handing the town to attacking GVs or now, to M3 delivery trucks ending the capture fight prematurely. It took me 6 months to build that first terrain and 30 days of it were all driving GV's experimenting with trees and clutter while using a stop watch to understand these issues.
The best terrain tiles without tweaking them once you paint an area for GV's are in the Mediterranean tile set which is desert and Savannah, with some village and agriculture tiles just like the other tile sets. The Summer Europe and Pacific sets have farmland and village tiles which you can paint in place and not tweak. But, I found with the Europe set you had to exclusively use the farm village tile all the way to the spawn's attack target or start touching up with a grass tile and a lot of driving the ground with each touch up to open the space for navigation and seeing other tanks. The Pacific tile set I'm using on the current terrain you can paint in the agriculture tiles and leave it at that. You can drive full speed through bushes and bamboo but, visually it's claustrophobic because there are so many of them with few really long open vistas. You cannot see the ambushes waiting for you. So I've had to thin them with grass to come up with a GV combat friendly solution at almost every spawn. And there are a few unique places I've had to add trees to be fair to the tanks spawning in.
Most of the GV problems in AH3 is the lack of space to navigate, see where you are going, and see other tanks before you blindly crawl through the trees into their ambush spot. Other wise, the tree tiles and clutter tiles are very realistic if you want to bush whack and not drive down roads. No one uses roads if they are there to avoid being out in the open, so it's on whom ever is working on the terrain to make things AH GV combat friendly. I'm not sure if everything I've described is commonly known so far.