My problem is, that a t1/t0 unit can render a expensive late game tank useless by simply pressing a button.
Except it doesn't. Not even close.
A damaged engine(Read: DAMAGED i.e. you can still move a reasonable speed) and a fully functioning main gun and coaxial + mounted MG means that tank is far from useless. It's just more vulnerable.
If you get caught by a snare when you're on the defensive, you're just not playing well. That's the long and short of it. If you can't reverse when you see a squad with a snare running towards you, it's your own fault. They lose a shit tonne of models and may even die trying to snare you. If you can't handle that then I can't really say anything else.
I really do not buy the "killing flanking plays" explanation.
If killing flanks was such a gigantic issue they should shorten the range. Not make the ability
hit or miss. The hilarious thing that you seem not to realize is that they didn't even fix the issue. It's still RNG, so it can still kill flanks.
So not only does it shit on the positioning of the player using the ability if it doesn't work, it shits on the flanking of a player if he gets caught in it.
Tell me, what has introducing a random factor
fixed?
Nothing. All those problems there before are
still there. They just may or may not happen, which isn't a good solution to
any problem. All you've done is now created more problems instead of fixing anything.
And for people saying I'm "patronizing" the developers? It's something called criticism.
Adding RNG lowers the skill cap of any given player. This is undeniable. By
nature , random factors
cannot be effected by skill.
If you want a game that caters solely to the lowest common denominator, by all means make every crucial aspect of the game a random factor. Meanwhile I'll be playing dice.