I think your game needs to be at least about 10 minutes long in order to get any Loot.
So even if you compstomp all the time easy PCs (which is soooooo much fun Kappa) you still need 25% of my calculated time, which is still about 15 - 20 hours of pure nonstop compstomping.
No sane person will do that.
At the moment the surrender button is available, you earn point/loot so 5 minutes.
So yes with the compstomp method you need 15 hours but
1- Many new players are already only playing compstomp
2- You can use this method sometime when you are waiting friends to play
Nobody says getting a new commander should be easy, but logical = you play, you are sure to get a commander after a period of time, and the one you really want.
Now you also have to consider the game cost 20euros on steam and can probably be found aroud 10 euros on different stores or even less during sold. So in the end, you can buy it really cheap and invest 10 more euros on commanders (which are also many times sold). All of that for half of the price other players paid for the same stuff.
We can also compare it with a MMORPG, you can be a new player and reach level max on any mmo game and still you'll not be equal to others which have been there for long time. You'll need time to grind your stuff and any time you face one of those better stuffed player, you'll probably die fast whenever you are better or not.
Today in Coh2, USF/OKW/Sov have commanders from the get to go that are clearly fine, Ostheer maybe not (don't remember which were free) but we hope the patch will change that in some way. Brit I dunno as I don't have the faction. And Honestly at low level till top 500, except from some hypothetical noob-killer commanders, improving your skill will always be superior than getting a new commander.
Or you compstomp 1vs1 Easy Computer and you end the game in 10 minutes.
Or you compstomp 1vs1 Computer and you surrender at 5 minutes (but only get 1500pts)
Or you play vs a partner and you surrender every 5 minutes one after the other.
Your only limit is the amount of supply you can get every day, which I don't remember the total.
Also second commader is fun. Hidden units scouting for stuka close air support. Shame ostheer cannot play without puma/tiger right now against OP allies
This is clearly the issue right now. Looking forward with the WBP, to see if the survivability boost (aka spacing change) will make Ostheer squads more interesting to camo.
Actually the camo really worth it on a couple of HMG42 it make them really difficult to take off and is kite amazing late game when you fight for the vp points and both sides have few units left.
But isn't that the idea behind MGs? Otherwise we'd be playing something which resembles Total war napoleon, with bayonet charges and massed infantry?
I'm trying to say HMGs SHOULD kill infantryplay in their field of fire. If you waltz into MG ambush, you should be punished with losses. This is why players should move in with a recon unit, and only assault with multiple squads when there's little resistance.
But again, this is against the game.
Personally i'd like more realistic approach. 75mm pak and faust should oneshot shermans etc... But it's a game.
I'd buff the suppress & pindown factors for ALL HMGs, so that the blob stops in it's tracks and becomes a perfect target for counterattack or a barrage. That should be enough for stopping a blob. The MG damage doesn't need buffing, neccessarily. This would also emphasize for flanking, use of smoke, indirect fire, combined arms etc etc...
Lol. I can imagine you only playing Ostheer and whining behind your computer -"BUT WHY MY HMG SPAM DOESN'T WORK!!!"
there is a mod if you like realistic approach, tanks oneshoting each other from each end of the map and infantry vision on the half of it. It has a weird name so I can't remember it now.
That sounds like a trade-off to me! A heavy tank or a group of medium tanks? I, and many others, choose the KT cause it would still keep the "Elite" theme, remove the penalties and veteran things (Also, consider the Ace has similar power to the King so yeah)
Because the TA in exchange of your resources income isn't a tradeoff?
There's a big difference between how it performs and how it was designed. I have mentioned before: The unit is completely fine as a unit! However, the way it was designed, was a flaw of the old "veteran call-ins" system (Which had been justified and removed!). The penalty things, similar to OKW once HAD, I say again, once HAD! The OKW one got removed, but not this one. The Soviet one (The Soviet "Windustry" as it was) got removed as well, but not this one! The veteran call-in like OKW Elite Pz.IV, veteran Rifleman got removed, but again, not this one! Not the Ace! It needs to be fixed: Replace with a normal KT (Remove the last 2 vets if you want), maybe come out with a commander on top, no MG upgrade and has slightly better LoS. Just, remove the flaw, basically!
Why should it be replaced with a KT? if you have to pay it with fuel, you can't have your medium tanks supporting you. Unlike any other examples you mentioned, TA is unique, you lose it its gone. It comes in a way you can have whatever units costing the amount of fuel you want, if you keep enough popcap you can call it.
Yes it goes against unit preservation rule, but today it doesn't break the balance.
However, you guys are just the minority here. No offense, as much as I respect Bean as a person who helps me a lot, but when it's only work for the minority, not the majority then that doesn't mean it's viable. Also, mind you that it's not like the majority is too dumb to make it viable, it's just that the burden of calling it in makes it seems not appealing, compared to other commanders with normal Tiger, which not only a better choice but also, fit the way the game mechanic works: Preserving the Tiger and vetting it up.
I'm talking more about the game design of this unit, not its performance. And since this unit is already has a strength around the level of the KT (Less armoured but better LOS and RoF), might as well replace it with the King to remove the flaw of the old veteran things that the Ace still carry today.
Good players are usually the minority.
Not only the unit but the commander is viable even without using the TA. However you definitely need to be good and be able to preserve your troops till you use it. A TA alone is a dead unit if your opponent has AT. A TA supported with 2 or 3 Pz4/ostwind/stug and infantry is a beast.
In 2vs2+, a TA supported with panthers/KT is also a beast.
Lately I had 2 tank destroyers and 1 atgun firing at a Tiger 6 shots. 6 bounces leaving the Tiger unharmed. If those 6 shots would have penetrate, the tiger would have been dead.
This kind of RNG is impossible to prevent and completely turns the tide of a game.
Every time I play vs OKW, the first encounter between my main squad and his Sturmpioneer is purely RNG with huge consequences.
This is usually me being in cover and the sturm closing in.
1- Sturmpio lose 1 member closing in and another just after reaching me = I won and he has to retreat
2- Sturmpio lose 1 member closing in but no more = I have to retreat
This single action completely decided by RNG turn the early game tide of the game. There is no micro, nothing I or my opponent can do to change that.
3- Sturmpio don't lose any model closing in and reach less than 30% life full squad. Here I'm usually like "what the fuck".
Hmm... So it shouldn't be about nerfing blobs, it should be about buffing counters?
It's a game, balancing is hard. But i too find it sad that 3 teams, walking/running into MG42 field of fire without any cover, and all that happens is a pindown? In best case, a retreat with little to no losses.
If something needs a change:
So MGs should kill more/pin and suppress more? Mortars should be even more lethal in open ground?
Nop cuz we all know what does mean super HMG = spam and kill any infantry play.
Do you expect an Atgun to stop a swarm of 3-4 t34, pz4 or shermans? nop. Same applies here. You cannot expect a single unit/260mp stopping a multitude of units costing 270mp+120/140amo each.