The whole "call-in without requiring building thing" is pretty cool, and slots the Commanders into the tier structure in an interesting way.
I dont think its really been optimised yet though, especially for Sov, for whom tech progression is different, more costly and time intensive, and where, from my perspective (and as evidenced by the relatively larger call-in pool diversity Sov has), is where it really steps into the meta and asymmetric design.
I mean imagine if you could really, validly, skip t1 as Sov, and rely on infantry call-ins?
That would flatten the tech structure in a way that the current t2-t3 unit split wouldnt be so severe, because youd have saved the fuel and time from T1 for that.
Call me crazy, but thats how I see the potential of call-ins really stepping into its own, on Sov, whereas on Ost, tech progression is hardwired linear, but also provides a comprehensive versatility in every step.
T4 is fairly rare on Ost play, in my perception. People rather invest that cost/time into a single strong call-in piece of armor, such as Tiger or Elephant, rsther than opting for the t4s more versatile base structure.
Know what I mean?
I think call-ins have enormous potential for diversifying the game, laterally, from a Commander specific perspective. BUT, Sov tier structure has to start relying on this already at a t1 infantry level, whereas for Ost, its not even an issue (discounting OstT/Assgren recent commanders), and is usually onky a way to squeeze out a t4 equivalent unit, without actually going t4 (which I think is fine).
TLDR: I think utilisatiin of the Commander specific Call-in potential for making this a really great and diverse game, needs some serious attention on Sov side.
It could, potentially, fix Sov tier structure (different as it is) almost entirely.
So wat da problem?
Problem is related to the non-Commander pool of diversity.
Meaning Sov non-callin options should be more reliable for certain roles, on a generalised level, and the Callins provide specialisation and the key to skipping tiers
I suggest more lateral upgrades for existing baseline units, that spring from the baseline non-Commander options.
Specifically, but not limited to:
-PTSR upgrade for Penals for baseline AT, rather than Flamer. So Guard reliance is reduced. Penals bring the DPS, Guard bring armor, ready AT, and DP uograde, so it doesnt overshadow them.
-Reduced buildtime/cost for Penals to reduce the reliance on Shocks for hard AI.
PPSH Commanders already have this capacity. Any bsseline improvement/upgrade for Cons will just fk the existance of Penals even further. Penals NEED to step into the non-commander AI infantry role. Improving Cons is NOT the option.
-T34 should have an upgun option to face stat superior PIVs, at equivslent cost. The 2xT34/85 Commanders can be adjusted accordingly thereafter, to be cheaper (ie:dont require the upgrade, as weighed against also not requiring the T3 building to produce, meaning T2 builds are opened in a viable way to these Commanders)
I havent gotten to theorising about T4 equivalency, as their impact is comparatively ,marginal in 1v1, owing to the difficulty of amassing that amount of resources.
BUT, there is a noted disparity in AI and AT impetus of these units between the factions.
Ost T4/Callins are very strong AT, Sov are very strong AI, but what does that help, when Osts equivalents will outlcass Sov options in terms of AT? Armor , especially t4 heavies, are already fundamentally a strong AI counter, not because of AI specifically, but because of Crush and even more importantly, the lack of infantry AT options! With the ATNade change you maybe able to, if lucky, to at best, engine dmg a heavy. But the hp pool and armor of these heavies is so, well, heavy, that these infsntry based AT options are barely an annoyance. Even if Sov had a Shrek equivalent, like Bazookas, who I dont even know what unit to put them on, that simlly is not enough to swing the diferring AT/AI impetus of the T4 equivalents and call-ins, to Sovs favor. This, because I think it has heen sufficiently evidenced, that Shreks (or their theoretical ewuivalant) on infantry is a)only really valid vs fixed turret Tank Destroyers b) are seriously expensive (Shrek cost is no joke) c) are really only fit for light/medium Tank dmging (which is impoetant thoug on Ost, because they need something vs T70s, since Ost hss no light Tank).
So as Sov you can kill all the Ost Infantry at t4. So what? His ewuivalents will KILL your Infantry killing armor! Thereby negating that advantage. It could be argued that at that point, map control is more imoortant than at any other stage, and that simoly killing off Ost infantry will cripple their capping to where its no longer capavle of winning the match (a position supported by the capscity of vetted Sov armor to cap points), but is that really happening?
TLDR2: Commander callins are an awesome solution to provide Sov with the diversity that Ost has from its linear tech, laterally. BUT, this relies on a normal vanilla non-Commander being able to carry its weight and have diversity too. The callins are a) a specialisation option, beyond what vanilla can deliver b) much more importantly, a way to flatten Sovs "what tier should I build Oo" dilemma, be ause the call-ins can be brought to the field WITHOUT that tier having to have been built.
Anyways, theres some thoughts of mine, in no particularly structured sense. Just poking some holes to see where some light might shine through.