"Commander diversity" LOL NOBODY EVER BOTHERED ABOUT COMMANDER DIVERSITY EVER..XD
I am right now, and the cancelled patch was focused on it quite a bit. The elefant and JagD got nerfed, all call-in heavies became super expensive unless you teched up. That seems to me to be a pretty serious effort to promote the use of other commanders, while at the very least making you pay a fair price to get to them. It was about dominant team game meta, and late game call-ins for all factions dominate that right now.
In 2v2s and up it is plenty possible to get call-in heavies on the field around the same time you'd be getting your first T4 unit up. The cp ticker is so accelerated from the carnage that timing is on a whole other scale, hence why the patch was focused on "dominant team game meta". |
I already told you to explain WhERE IS THE ISSUE, if those call ins can't replace roster units.
Uhh in commander diversity? The commanders with late-game call-in tanks dominate the overall meta right now (especially in team games, which the last patch was going to be focused on addressing). US is the worst offender due to their lackluster final tier. Hence tac supp, heavy cav, and armor being the 3 most popular commanders.
Congrats on making a post without memes or Emojis btw, though I see you went right back to it. And I give up on trying to convince you about tommy crews, I see enough other people pointing out that they are terrible and yet still you deny. Would love to see a replay of you using them in a way that shows their worth.
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Keep up the dick behaviour.
Says the guy posting links to memes and taunting people with Emojis while discussing the balance of a game...
Call-in meta is not a one-sided issue. I don't know what is to be gained by suggesting it is, but keep on going all you want. Armor Company is only a big offender because of the timing and cost of m10s. They are spammable which emphasizes the fuel saving issue call-in abuse stems from. You say its because of AI and AT call-ins, but the dozer is terrible. Attack ground makes it usable at best, but it was also getting buffed in the last patch. M10 spam is the reason for Armor's popularity, plain and simple.
I am in the camp that all call-in vehicles should be tied to tech in some way. I didn't hate the approach of price premiums and I think it would have made people choose a wider variety of commanders instead of the popular meta.
For the love of God you are the only person I've ever met who thinks thompson crews are worth a damn. Why spend 200 mp and 90 muni when I can spend 280mp and 60 muni for a CQB squad that also gives me mines, anti-garrison, wire cutting, and demo charges? The dps difference literally only favors the Tommy Crew if the target squad is in negative or zero cover.
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UNLESS the best ai medium with cromwell armor, 120 average pen and pintle for only 110 fuel and the best kiting tank destroyer in game, with turret and 0.75 moving accuracy, with 220 pen AND pen rounds ability and 200 damage for 125 fuel is bad, somehow....
The Jackson is wicked unreliable. Look at the changes it was getting before the patch was scrapped to "unforseen circumstances". Far to unforgiving of a unit for how reliant the US are on it (unless you go armor). The sherman is great, but when you compare US final tier to the rest in the game it is clearly the worst.
I'm not even denying how big a problem Armor Company is. But call-in abuse is in no way a one-sided issue. And there is no argument to defend how god awful of an ability thompson crews is, US is the most muni-hungry faction in the game and its not at all worth it to drop that on that crew. |
Armored company call in and m4 sherman can EFFECTIVELY replace top tier tanks.
The reason Armor company can replace "top tier tanks" is because the US top tier is absolute trash, unlike axis counterparts. And it's only the m10s that are great, the Dozer is wicked unreliable.
Call-in meta is a problem on both sides, only a very biased player would suggest otherwise. Mechanized Assault was one of the biggest call-in offenders before Stug-E nerf. |
The core of the counterattack commander is the "for mother Russia" ability, allowing you to use the inevitable soviet munitions float to turn your shocktroopers and penals into literal bulletproof terminators on a regular basis.
Have to disagree there. For mother Russia is amazing, but it does not offer you the potential returns that a properly used B4 can, and even the Soviets can't constantly drop 150 muni. You can use FMR all you want, that ability will never kill a medium tank or critically damage heavy. On smaller maps is very possible to kill repairing Heavies if you can spot for the B4 and tighten the scatter.
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Fun fact that Skys only took and discussed THAT single point over my whole post.
More than half of your post was responding to an argument I didn't make. I never said anything about a .50 never being able to kill a luchs. I said from the beginning it was possible, just not likely. I asked for a replay of you doing it, and that shouldn't be hard since its such a "viable counter". I believe it could certainly happen if the player controlling the luchs is asleep at the wheel.
Your situation for snaring and AP rounding a luchs to death would require the luchs to be completely unsupported, and it would have little trouble wiping the .50 cal crew btw, it's only 4 dudes after all. |
That technically makes it a light vehicle.
You can call it whatever you want, it's got more than 5x the armor of most of the other "lights" that the .50s AP rounds are actually intended for. It is a soft AT counter and not at all a reliable one for the luchs.
Doesn't help that the rifleman at snare takes the longest to fire and is the buggiest in the game. Losing a luchs to the .50 requires an extreme lack of attention. It's certainly possible, but that ability is designed for scout cars and HTs, and to make it unique since it comes so much later than other MGs. |
If there just was a way to not blob rifleman, rush at luchs from more than a direction, snare it and quickly set up the fastest mg in game...and if there was a vet 0 ability that increase penetration to the point that a single bust is enough to kill it...
So to snare a luchs you're supposed to flank it like an MG? Last I checked the Luchs doesn't have a setup and packup time, so it can easily just gtfo before the the time needed to kill that thing. The fact that you say the .50 and snares is an "extremely viable" counter to the luchs tells me you do not play much USF. At best, its possible to kill a luchs with the .50s AP rounds. I'd like to see a replay of you doing this, and I can only imagine it being successful against a horribly micro'd luchs.
You are completely theorycrafting with this idea, the AP rounds are meant to kill things like scout cars and HTs. You say the Luchs is "no exception" when it comes to killing light vehicles. The luchs is a light tank, not a light vehicle. You are grouping reconnaissance/support vehicles that aren't even immune to regular bullets in with light tanks that have more than 5x the armor...
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I take it you mean a mixed arms con-maxim start game? or do you just build cons until a few minutes into the game, just wondering how you hold back the initial rush.
If I can I get up 3 cons, grab molly tech, and then I grab t2, sometimes getting a 4th con squad before building it. PPshs as soon as I can too. AT nades as the Luchs arrives or as I can spot an early mech hq. |