Should Commander call-ins have a limit per game?
Posts: 440
So for instance if you only had 1 or 2 (maybe 3 in the bigger game modes) IS-2s or Tigers per game, period...you might not be so hasty to charge without support or into insane odds just because you can instantly replace your call-in if it's taken out.
The tier buildings would get some good use as a result since players will want to support heavies with a good medium tank force. And if you lose you call-ins...you should be held back if your opponent manages to make a good comeback.
Of course this might cause other issues, so please discuss.
Posts: 658
Soviet fuel cost for T3/T4 should be lowered, for example, once you've built t3 or t4, the other tier costs 50% less.
Wehrmacht teching should be like this: cheap BPs, more expensive buildings.
Example: 100MP + 15FU for every BP, 140MP + 35FU (T2), 140MP + 50FU (T3) and 140MP + 65FU for T4.
Heavy call-ins (10CPs and above) should have a limit of 2 + a fuel penalty of 50% once you have built a second one.
T34/85 should have a limit of 4 because they're no heavy tanks (obviously). KV-1s should probably have a limit as well.
Why the fuel penalty? Well, if someone decides to go for a second heavy instead of teching up and getting some stock units as support, he should pay the price: reduced fuel income to make it harder to replace lost heavies.
I don't see any reason why a limitation for certain tanks couldn't be done. A limit for some heavy tanks together with a tech overhaul for vanilla factions would really refresh the current meta IMO.
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But i like being german superman...
Every time this thread comes out, people don't realize this would hurt allies far, far more than it would hurt Axis.
Posts: 365
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This can not be said for other factions. USF should spam E8s to finish the game before the arrival of KT/JGDPZ. For soviets, spamming call ins is cheaper. Limiting the call-ins is like taking a pain killer, it reduces your pain but the underlying problem is still there, and is getting worse.
Players should have a lot of options to play, and one of the should be relying on call-ins. If you give them good core units, they would change their play style.
Posts: 1042
Factions like Soviets will have no chance without their call ins.
Meanwhile OKW's core units are on a par with other nation's call ins.
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Nope.
Factions like Soviets will have no chance without their call ins.
Meanwhile OKW's core units are on a par with other nation's call ins.
This is by design, as USF and OKW's commanders are supposed to fill "holes" in the core comp units for the respective factions, so OKW gets a heavy Pak, and USF get's some on map arty.
For Soviets, the commander units ARE their core units, your supposed to base your entire strat around your commander. Ostheer is kinda in the middle.
Posts: 1042
For Soviets, the commander units ARE their core units, your supposed to base your entire strat around your commander.
Has Relic stated this? I'm just interested.
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If you was good enough to reserve manpower while holding fuel then you deserve to make another call-in.
Posts: 369
This is by design, as USF and OKW's commanders are supposed to fill "holes" in the core comp units for the respective factions, so OKW gets a heavy Pak, and USF get's some on map arty.
For Soviets, the commander units ARE their core units, your supposed to base your entire strat around your commander. Ostheer is kinda in the middle.
Even if it is by design, it's bad design, and something should be done about it. There's no point in having 20 commanders if only a couple of them are viable because they happen to have call-in units.
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Posts: 521
Every time this thread comes out, people don't realize this would hurt allies far, far more than it would hurt Axis.
Agreed. Ost spams Tiger not because it has to but it is the most effective option. Soviets outright depend in allins as their stock units are flat out bad at.
There is a link to my thread in my signature where I propose a solution to the Soviet call in meta problem without reinventing the wheel. Making Ostwind worthwhile would also make StuG E less important while buffing Ost T3's red headed stepchild so it's win-win.
Heavies need to be cost ineffective as right now they are low risk high reward. You shouldn't be limited, you should just be discouraged to get multiples. Higher popcap and a serious fuel nerf is the way forward. And then give Ace a lower but existent Fuel cost.
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Even if it is by design, it's bad design, and something should be done about it. There's no point in having 20 commanders if only a couple of them are viable because they happen to have call-in units.
It is by design, and it is bad design. I remember someone from relic mentioned something about Cons are not meant to be late game units or you have to rely on your commanders BLAH BLAH, but I'm no sure where or when I've heard/seen something like this.
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Other ideas are frankly bad.
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Even if it is by design, it's bad design, and something should be done about it. There's no point in having 20 commanders if only a couple of them are viable because they happen to have call-in units.
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