I demand a quick fix now!
Posts: 184
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Posts: 1944 | Subs: 2
Posts: 184
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Posts: 184
Ok, so i jst played a game where the soviet player was able to get 3 m3's out, then a t70 at 6 mins and then a t34 at the same time my p4 came out, and he didnt even have his fuel point for half the game.........
Posts: 308
Posts: 480
It seems like a real theme of the paid commanders that they all have 0cp abilities while free commanders do not, and a lot of the time it appears to be that messing with the very early game that makes it very difficult to reach a good balance compromise, and this one seems like a particularly severe example of that.
It also seems to me like a better solution for the building build times would be to generally reduce T1 and T2 times for the Soviets and then have the commander passive just affect vehicle build time. Currently the building and vehicle build times are just a huge buff for that commander, even without the fuel changes.
Edit: NB, purchased vet at the price it's at at the moment feels pretty weird to me too. Not buying the new commanders, so can't really test it.
Posts: 2561
Curiosity, do you guys reckon moving that ability back to 1 or possibly even 2 cps would fix it to an extent? The manpower loss seems like it would be reasonably severe as a counter-measure if it wasn't giving such a larger window of opportunity.
It seems like a real theme of the paid commanders that they all have 0cp abilities while free commanders do not, and a lot of the time it appears to be that messing with the very early game that makes it very difficult to reach a good balance compromise, and this one seems like a particularly severe example of that.
It also seems to me like a better solution for the building build times would be to generally reduce T1 and T2 times for the Soviets and then have the commander passive just affect vehicle build time. Currently the building and vehicle build times are just a huge buff for that commander, even without the fuel changes.
Edit: NB, purchased vet at the price it's at at the moment feels pretty weird to me too. Not buying the new commanders, so can't really test it.
It might fix the armor problem, but the ability is also tied to the fast building too. Doing that would make that ability pretty useless.
Posts: 85
It's balanced.
Posts: 222
It also seems to me like a better solution for the building build times would be to generally reduce T1 and T2 times for the Soviets and then have the commander passive just affect vehicle build time. Currently the building and vehicle build times are just a huge buff for that commander, even without the fuel changes.
QFT +1
Posts: 783 | Subs: 3
Posts: 308
It's too early to make any judgement one way or the other. Clearly the 4 minute T70 is really strong, but that 80mp a minute that you lose is huge.
I agree, but it's 60 mp loss.
Posts: 299
It basically is a commander that says who needs map control I can tech faster without it.
Posts: 23
Maybe you guys want to talk about the possibility to get vet units just by paying? JESUS....
Posts: 786
right??
Posts: 1130
Posts: 928
Seriously, light armour that early....
BB infantry wars I guess...
Posts: 786
early su76 deals with grens/mgs +
early katyusha deals with paks, shrecks
you might be forced to shell out for a shameful stug
it's really clear that the path Relic has taken to get this units back into the meta (ie add Variety to the game) is by forcing you to use certain (paid) commanders
Posts: 79
Staghound MG never reloads anymore, I demand a quick fix now!! Oh wait...You are gaining more ranks in trolling skills. Someday you will find honourable place in Cohexperts pantheon
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