I thought this was going to be an axis blob game, then the Allies started blobbing too, then the axis blobs merged into a super blob, which was soon mimicked by the Soviets |
I have always wished for these both to be non-doctrineal and unlocked after having T3 (T3 or T4 in soviet case). of course it will never be done and our commander system will never really be changed |
I completely disagree. Building blobs of infantry which can run into suppression, throw nades and kill well-placed defensive line is bad for gameplay, and limiting resources will only lead to elite-inf spam into heaviest tanks. And guess which side wins elite-infantry battles and heaviest tanks competition.
So? It is not like Axis have much weaker early-game or cannot harass allied lines. If they on back foot they should work hard to get back into game, not get (relatively) free comeback machines on 11/15 cp.
1 rushed t-70 or even m3 with guards can destroy cashes on most of the maps, punishing axis players who instead of investing into powerful infantry build worthless cashes even more. And axis holding their defensive line is what game should be. Axis have better tanks. Axis have better anti-tanks. Axis have better infantry. Better off- and on- maps. Better everything. Agin, if they want their powerful toys they should put themselves into risk. Building cashes is risky. Building blob on infantry which would steamtoll everything but heaviest tanks is not risky, it just stupid.
Extending kt arrival time by another 2-3 min will not somehow magically buff allied ability to push germans off the map, it only would make okw player to build 2/3 raketens in addition to his 3 shreck volks to COMPLETELY shut down any soviet player who will be foolish enough to try playing t3 instead just waiting for is2/t34-85/isu.
Then... call-in meta. I have enough of it in 1v1/2v2.
I am genuinely confused about your first post, My point was about advantages being extended/amplified, not defensive play and the design of axis. I was simply answering the above post as to why in 4v4s caches with the extremely high amount of resources on the map can be a problem.
For the second point it is kind of an issue in Relic's Asymmetric design philosophy. For example in 1v1s while the recent patch did improve Ostheer's early game a bit, it is still fragile. Now imagine taking that fragile early game and shattering it with a tank that shouldnt be arriving for another minute or so. now multiply that by four because four players with the shared income have a huge advantage to really put the hurt on. The point of this comment was to show how allies and axis suffer from the same fuel cache / high resource issue.
As for your last paragraph i'm not entirely sure if you are agreeing with me, or doing an example, or making your own post...? |
I do not understand why people think cashes gamebreaking in 4v4. Best way to extend gain advantage in early game is to build cashes, then rush tanks, then bring heavy tanks. I do not want to fight okw blobs without fast katys or t70. I do not want to choose between fast katy or t70 and heavy tanks if i have dominant map control and dictate flow of whole game. Limiting resources only result in call-in meta which is already problematic. And cashes far better for allies than for axis, at least in decent at battles.
Maps is problem, not the cashes. Save fuel points near bases, which allows 15m rushed panthers with 1/3 of the map in control, poorly made cutoffs, overall meat-grindish and too static style of 4v4 maps. Steppes is best example of well made map in terms of resource distribution (it still too open and too good for kubels). Fuel is contested, ammo is contested and easy to cut-off, map is huge and allows all sort of flanks.
well one of the reasons (the main one in my opinion) that they are "game breaking" is that they expedite game advantages in a poor way. Due to having multiple players, it is easy to have someone build a cache or so early on.
In the allies side, if they gain an upperhand and have caches up all of the sudden there are huge early game or mid game vehicles out way sooner then they should be. This becomes a tremendous strain on getting back into the game as an axis team so there are many really short 4v4 allies wins.
on the other side, if the axis stall well enough and maybe even get the upper hand with caches up they are shortening the time to get their super weapons out by quite a bit. this like above have a root cause of caches and create a large problem in getting back into the game. In this case, it is also why arguably the axis get the better end of the stick because the early and mid game in a 4v4 lasts pitifully short compared to the late game where axis have their designed advantages |
GG WP, I think we threw it when we did that super uncoordinated behind enemy lines attack towards the end. Issues with communication on our part
Was fun would play again! |
Will give it a watch when I get back, being 37 minutes it cant suck MVGame |
While I am completely against truck push, they could use a slight armor buff. Setting them up in a 1v1 out on the field is so risky now because of how pitifully short it will last against any unit.
I've watched players loose too many trucks to Soviet T1 simply because its nimble and how weak the SWS truck is. While it was an unintended feature of truck push, now its become really difficult to do what they were intended for (forward HQ buildings) |
What is the SU-76? I had no idea it was in the game |
Well, it seems that the community thinks the most important factor is the map design. When you think of it, their right, maps give a lot of resources. But I don't think we will see any changes in that regard (map overhauls, increase/decrease CPs etc). Maybe just reduce CP income significantly (like 50-60%), and make caches a little expensive (like 250).
even these would go a long way, the problem with large team games is really how quickly they spiral out of control. Early ahead allies incredibly increase their early game advantage due to how quick their other early/mid game amplifiers come out. The same way with axis, if the game gets stalled well enough their huge late game advantages become really easy to obtain and hard to knock down |
I get the comparison, but what you did was essentially godwinning but with slavery instead of Nazi's. If you want people to take your point seriously you can't compare minor things to insanely bad things like real world tragedies.
I'm not defending truck pushing, I'm just having a laff at you comparing a game mechanic to one of the most horrible things in American history lol.
Go for it, its an obvious comparison to get through to dense people who dont seem to understand why its an abuse and not legitimate strategy/skill |