In 2v2 game as USF/SOV:
1. Build a vehicle
2. Decrew it
3. Let your soviet ally to capture it
4. Enjoy your free SMG squad
PROFIT!
Vehicle crew blobs are the new USF meta.
Posts: 62
In 2v2 game as USF/SOV:
1. Build a vehicle
2. Decrew it
3. Let your soviet ally to capture it
4. Enjoy your free SMG squad
PROFIT!
Posts: 18
VEHICLE DETECTION Form elite armor ?
this ability better than Call 2 panzer 4 with luck vet and I think usefulness form 5 ability for this commander for now
can useful for predict some tank and set AT Gun
Posts: 18
The M3 with Assault Engineers can reinforce squads.
Historically, its armour protection is identical to that of the M3A1 Scout Car, and M5 Halftrack (M5 armour needed to be thicker because its production method meant it was less protective for the same thickness).
The real problem is the M3 as seen in USF Mechanized, only has 200 health. Thats 10 more health than a Kubel!
Posts: 18
Another useless ability—actually harmful to the player—is Soviet Industry. It fulfills its purpose for about two minutes at some point before skewing the player's economy too radically into more fuel and minimal manpower. If you lose a tank, someone without Industry could replace it faster because you are always waiting on manpower. Any effective infantry force becomes impossible to maintain.
Posts: 18
Posts: 211
Industry was always a bit dicey. They buffed it and nerfed it numerous times. I think it just screws with the base game mechanics too much to the point were it can never really be in a good spot. I always thought that it would be a better idea to replace the industry ability with Zis supply trucks. Basically it would be an opel blitz supply truck re-skin for the soviets (Zis trucks already exist in the game, so I couldn't imagine it would be too hard to implement). This way, you can still have your manpower, still get your fuel, it still fits into the theme of the commander, and the enemy can counter simply by destroying the trucks.
Posts: 353
I'm sorry, I don't quite understand what you're saying. The idea of Vehicle detection isn't bad. It's not, however, worth 60 munitions and 4 command points. To put it into perspective, at 4CP with the partisan tactics commander, you can reveal the entire map for 50 munitions. How does 60 munitions for a WORSE ability make sense?
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Posts: 353
Posts: 4301 | Subs: 2
your topic tell about Worst abilities and I think Vehicle detection not worst abilities
Call in 2 Panzer 4 with random vet it useless for this commander ok?
Posts: 41
I'm sorry, I don't quite understand what you're saying. The idea of Vehicle detection isn't bad. It's not, however, worth 60 munitions and 4 command points. To put it into perspective, at 4CP with the partisan tactics commander, you can reveal the entire map for 50 munitions. How does 60 munitions for a WORSE ability make sense?
Posts: 2470
In 2v2 game as USF/SOV:
1. Build a vehicle
2. Decrew it
3. Let your soviet ally to capture it
4. Enjoy your free SMG squad
PROFIT!
This sort of thing frequently comes up in balance discussions, but have people considered that abilities/units are balanced within the faction they exist in, rather purely objectively? Whether you think this is a good or bad idea, doesn't it seem plausible for how relic balanced the game?
Posts: 2470
Posts: 18
Sorry about the misunderstanding, i meant vehicle detection for the SOVIETS. It's not balanced within the faction because the soviets also get the "spy network" ability. Why would the player pay 60 munitions for VD when spy network is much better for less munitions. When I edit my list I'll make sure to specify which faction I'm talking about.
This sort of thing frequently comes up in balance discussions, but have people considered that abilities/units are balanced within the faction they exist in, rather purely objectively? Whether you think this is a good or bad idea, doesn't it seem plausible for how relic balanced the game?
Posts: 8154 | Subs: 2
Posts: 18
While there are some abilities that are UP, some fixes are overkills or some abilities are on a fine position.If the list, which fixes do you think are overkil and which are fine? These are abilities I NEVER see people use so I think some overkill is needed in order to see them being used for once.
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Posts: 655
Permanently BannedPosts: 8154 | Subs: 2
If the list, which fixes do you think are overkil and which are fine? These are abilities I NEVER see people use so I think some overkill is needed in order to see them being used for once.
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