Imo the problem does not lie in the crush 'ability' itself. It is the problem of game mechnics that forces players to use it as the guns on certain vehicles are so much worse at killing models than using those vehicles to crush. If these vehicles had switchable HE rounds, for example, players would rely on their weapons more than on the ability to crush and wouldn't try to exploit it. Imo he rounds could solve this problem and would make the game more natural/expected.
Rak is just too cheap for what you get. 2 raks can be really deadly with their increased range and larger crews, plus the retreat. Yet, they cost only 440mp.
IMO the only possible changes should be about where the planes come from (as a general rule applied to all off map planes delivering any payload onto a target). They should ALWAYS enter the map through your own base sector and fly to their target. The closer to your own base the more deadly the offmap would be. The further away the target, the more the plane would be susceptible to aa fire. This would lead to a lot more interesting gameplay expericence when anty-air units and their positioning would matter. Call in arty might work the same e.g. having worse scatter the further away from your base it is used.
I like the ideas with sweeping exp and planted mines xp after the mine deals dmg. The rest would be just too much imo. I'd rather make sure that other engineer squads don't get too potent and nerf them instead of buffing Sov or ost engies. But that is another story I guess.
Grenadiers. This is a 240 MP unit that preforms like a 300 MP unit supported by a 260 MP HMG42 that preforms like a 360 MP HMG. Like most OST units they cost far too little for how well they preform. No one wants to fix this though.
When will You, sir, finally submit some replays? It is difficult to agree with the manpower performance of mg42 and grens you suggest they have. Still it is true that it could be tricky buffing grens
It wasn't all sinshine and rainbows back then. I remember huge frustrations after playing a 30 minute neck-to-neck game only to be instantly demolished by a 2.5k health double damage 0 fuel Tiger ace. Or dominating an opponent only to have them come back by staying on T2 and calling in T34/85s with no tech investments. Back then playing off-meta ment you were purpusfully playing at a huge disadvantage - now, not so much anymore.
Yep. And the number of viable strategies available to players on various skill levels across all factions has increased expotentially. I'm finding the game more enjoyable that ever as almost all games I'm having at the moment are different. And I really don't get the feeling that I lost to OP units. Of course, there are still those details that could be polished up, but overall the game is the best assymetrical RTS ever imo.
Sorry no, The mappool is already very big. But I know that there are different people in automatch, who have different opionen and gamestyle. I consider that when i think about removing maps. So that we have variety in mappool.
The more the merrier imho. The current maps are very much ok tbh. Shame a bit. As a 1v1 player I feel that more maps make every skirmish more unique and less repetitive. Might keep players happier if the maps don't repeat that often.
IMO the tourney showed that the balance is top notch. I don't see almost any problems. Maybe just that some of the stuff Soviets have is a little bit too cheap muniwise. But the game is so close to being perfect that I'm just happy playing and being able to pull off so many different strats and finally be surprised by the enemy. I don;t see any problems with tommies, either.