So when is CAS being addressed?
Posts: 139
There is no single commander in the game that has more of a gimmicky and ridiculously broken synergy of abilities. I just played a match against 2 of these guys and its enough to make you want to uninstall the game and never bother with it again.
First of all: why is the fuel conversion instantaneous?
Even if he had to go and pick up a fucking box it would at least mean that he couldn't just recon, hit the magic ammo button and proceed to bomb, strafe, or anti tank you all in one go.
Secondly: why was this commander even put into the game?
The idea behind this commander is "close air support" okay... well he functions as a "fuck everything" commander instead. There is a reason why ALL OF THE ABILITIES of a commander don't synergize to give you the ability to single handedly nuke everything on the map.
On top of that is the wonderful side bonus of being able to field and endless blob of panzer grenadiers which shrek all allied armor to rubble and almost immediately vet up wherein those rockets become heat seeking.
Lastly: why did you give one commander the ability to build one type of caches but get the flexible benefit from both types?
This to me is insane. You have to make a choice: ammo or fuel, but then you put a mechanic in that lets you flexibly decide which you need. The OKW has to make this sacrifice in the form of a truck and reduced economy, but this commander can just decide what he needs and when. It's a ludicrous advantage.
When I play Germans, which is pretty much all I play, I pick this guy every single time because frankly there isn't a single downside to being able to globally affect the map. One is a problem, two or more is basically a waste of fucking time for the allies to even bother trying to play. Not to mention it sucks all of the fun out of the match as bombs and recon are happening every single second.
The CAS commander is the best in the game for a reason: it is a stupid idea implemented in the worst possible way, and I really want to see this addressed before moving on to some of the less important aspects of the game. Fix the bugs, and fix this guy in the process, please for the love of God.
Posts: 100
Imho the increased delay and reduced conversion have balanced it.
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Posts: 85
The commander was addressed 2 patches ago. There is a clear delay between the smoke and the planes coming in now, giving time to retreat/respond.
The commander may be a little too powerful at the moment, but i think the AA ability of units needs to be upped a bit - really the commander should be fairly powerful if the enemy has no AA on field, but nearly useless if the enemy does.
Posts: 354
Posts: 139
Strafe on this commander costs: 60 munitions. It hits almost instantly and if used correctly forces you to retreat or stop capping a point.
Dive Bomb can single handedly wreck both british and americans by destroying both the ambulance/major or the forward HQ and emplacements.
Anti Tank strafe is STILL horribly deadly against static targets and infantry groups alike. There are times when you simply can't your tank to path correctly and okay maybe it wont die instantly but its still going to be near death after the first plane hits.
More importantly the whole shrek meta thing is still very much an issue in the game.
Plus it gets to be beyond frustrating when every time you see a recon plane you have to frantically move every single unit because you know a dive bomb is coming next. If you have two of these commanders, just quit and find something else to do.
Posts: 692
Having said that I dont see it much anymore. Maybe a few people since it was nerfed.
Posts: 503
It's kinda okayish in 1v1, there is better choices for this format, but in other formats especially big ones its very hard to play against it. 4v4 with 2 or 3 CASes is nightmare especially in premade vs premade. The main problem is that most of AA can't do anything against CAS.
Agree, the problem is it is utterly impossible to balance a game for every single game mode. Relic has made it clear a balance for one versus one primarily and that is as it should be. You are never going to be able to balance large team games and one versus one without two whole separate installs because there is so much more fuel and ammo in 4 versus 4 for instance that you can simply spam lots of things that would be impossible in one versus one
Posts: 354
Agree, the problem is it is utterly impossible to balance a game for every single game mode. Relic has made it clear a balance for one versus one primarily and that is as it should be. You are never going to be able to balance large team games and one versus one without two whole separate installs because there is so much more fuel and ammo in 4 versus 4 for instance that you can simply spam lots of things that would be impossible in one versus one
It isn't my point. It could be fixed for all formats. Change resource conversion, to make it less flexible or make 1, 3 and 4 ability valuable for AA so you could counter them with couple of AA with very high chance - done.
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Posts: 113
It's just infuriating. Even my two Vet 3 Para 1919 squads were just getting mulched by this dude's Grenadier LMG42 blob of death, which he'd immediately follow up with the Panzergrenadier Schrek blobs in order to kill my Shermans and Scots. And as if that wasn't enough, they cached up all game behind their lines and then just utterly annihilated my Jacksons between his Panthers and his Panzergrens. Had a Sherman get instantly killed by the AT Loiter, too. Just ridiculous. And whenever he was close to losing an engagement, he'd just spam all of his abilities and force a retreat with his I Win buttons, and then use that time to run the roaming GrenBlob back into the frey.
Gimmicky, stupid, and blatantly unfun to play against.
Posts: 100
Follow the guidelines if you want the devs to take you seriously.
Posts: 88 | Subs: 1
Especially as you see happen in many teammates, its the axis incentive to have fuel caches quickly. in the longer run these caches grant you an surplus amount of fuel that with the CAS commander you can easily keep conversion into ammo for the abilities and ammo for shrecks etc. The result is you'll see less armor, but more shreck blobs that can be re-outiftted if need be. That makes this commander overpowered. Also the stuka dive bomb can be used to " uncap" VP's at your desire.
Using this commander is knowing that you'll always have some trump cards to play. Going against this commander means having to invest in proper AA and expect shrike blobs. No fun tbh.
Proposed fix is the fuel to ammo conversion from current state to either of 2 options.
1. instead of instant conversion, a slightly (30 / 40 ammo less) smaller conversion over a period of time.
2. Instant, but less amount of ammo conversion. (don't know what a good number would be. but around 20 / 30 % less )
3. (as a fix to teamgames in whole, effectively making this commander also more in line with others) no more shared resources from caches for all team members.
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