Hi guys, I read all these call-ins related topics and I saw that the majority of people are quite unhappy about call-in system. So I'll just state one idea (not entirely mine, because some of you came with it before me, but I'll try to develop it a little more):
Many of you guys came with different (more or less viable) solutions, like fuel upkeep for heavy call-ins, increase the required CPs number, mandatory T3 or T4 build which will unlock the actual call-in, limit heavy tanks to only one at a time, and so on.
Well I think that in order not to affect the gameplay or balance, the chosen solution must be as less radical as possible.
I see this matter related not necessarily to the number of heavy tanks that can be used at one moment on the battlefield, but rather linked to the circumstances in which you can use the heavy call in abilities, mixed with the balance concept.
Ok, so let’s take the ability that every faction - in some doctrines (except USF)
- has : “call the x heavy tank” or “call the y heavy tank destroyer”. The idea is, once you used this ability, not to be able to use it again, as long as your heavy call-in is alive on the battlefield. The ability will unlock – if you have the resources of course – only after your heavy was destroyed.
Why am I saying that I see this more related to the call-in ability than the number of heavies?
There are some issues:
- Soviets have doctrines that involves 2 T34/85s. So such a player should be able to use this ability only when both 85s are destroyed.
- Soviets have doctrines that involves Kv 8 and IS2. Both tanks should be allowed to be present on the field, one of each
- Soviets have a doctrine that involves IS2 and T34/85 call ins in the same doctrine. Both 85s and the IS2 should be allowed to be present on the field. If IS2 is destroyed, the player can call it again. If both T34/85 are destroyed, the player can call them again.
- KTs are not doctrinal. So the limitation must work in the same way, but in this case referring to KT building ability. As long as KT is alive, you shouldn’t be allowed to build another.
What about USF? You will ask, they have no heavies. Well, what is harder to fight against with your Ats/jaksons/M10s? An opponent which will use a Tiger and 2-3 pz4s or an opponent which use 2-3 Tigers?
Ok, let’s say we implemented this in the game. It won’t be enough. Let’s not forget heavies have their counters. These should also be limited. And I’m not referring only at dedicated counters, but also at more generalist counters. For instance:
- Player can only build ONE Pak 43 and is able to build another only if the first is destroyed/decrewed;
- Player can only build ONE B4 and is able to build another if the first is destroyed/decrewed.
This won’t affect 1v1 games and will help 2v2 and especially above 2v2 games to be more interesting and, I’m sure, more balanced. A player will not be able to call 2-3 KT, ISU, Jagditgers, Elefants any more. I think this is ruining the game, the number of heavies that a player actually can call or build. Just do the simple math: first player build 2 Elefants, the second player build 3 Tigers and the third, 2 KTs. Hell on earth, isn’t it?
By denying the heavies call in or build ability if the call in is still alive on the field and limiting the build of heavie’s counters, the effects will be:
- The player will be obliged to actually build T3 or T4 or both, because he will not be able to relay only on call-ins at that level (you will not be able to have 2 or three or more on the battlefield).
- This way a heavy will become in fact a support for your armored force, not the armored force.
- The game will look much more diversified, and the armored force will be composed from more diversified units, requesting new tactics. T3 and T4 will be used more.
- Underused units will have a chance.
- Squadwipes won’t have such occurrence
- Super-weapons won’t have such impact on the game as before (B4, Pak 43). They will become more important, and their smart positioning will become even more important.