Now this is mostly to balance out Axis in team games but in order to remain consistent the Soviet fuel drop should be applied here as well. Unfair vetting and income redistribution is not balanced. In this case more so for the Axis (because they have more abilities and because of the factions themselves). Call in abilities should only be allowed to be used on or picked up by the player who used it. Balance of a commander is designed for itself, an example is the Opel fuel truck was balanced in 1v1s but not in team games because the player had trade offs.
Please prevent abilities from being used on teammates
8 Nov 2014, 15:40 PM
#1
Posts: 612
8 Nov 2014, 15:53 PM
#2
Posts: 17914 | Subs: 8
OPel was nerfed, because it provided exponential boost the more players were in game.
All other abilities you've mentioned give set bonus for set resource and there is no way around that, they are balanced that way.
All other abilities you've mentioned give set bonus for set resource and there is no way around that, they are balanced that way.
9 Nov 2014, 03:23 AM
#3
Posts: 58
I'm all for teamwork and rewarding coordination... but...
Isn't a 13 minute King Tiger a bit much?
Yes, it does cost an OH Luftwaffe player manpower to bring that fuel down for the OKW player, but isn't there some point where the system is being abused?
On the other hand shared resources are not a big deal for other factions as Tigers/IS2/ISU's are CP limited and OST/US/SU baseline vehicles are manageable.
Maybe at some point we have to acknowledge that the presence of caches/fuel transfers break OKW in team games as their exponential team win rate suggests. OKW has an 88% win rate in 4v4's, in what competitive, triple A game is that acceptable?
Isn't a 13 minute King Tiger a bit much?
Yes, it does cost an OH Luftwaffe player manpower to bring that fuel down for the OKW player, but isn't there some point where the system is being abused?
On the other hand shared resources are not a big deal for other factions as Tigers/IS2/ISU's are CP limited and OST/US/SU baseline vehicles are manageable.
Maybe at some point we have to acknowledge that the presence of caches/fuel transfers break OKW in team games as their exponential team win rate suggests. OKW has an 88% win rate in 4v4's, in what competitive, triple A game is that acceptable?
9 Nov 2014, 03:46 AM
#4
Posts: 1026
I guess you could make those kinds of supply drops only give OKW players 2/3 of what it gives OH players. That might help?
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