I like the idea. One big problem though is that i think players would be leaving matches if they don't get the commander(s) they want or do well with. Especially since there isn't any punishment for leaving at the moment.
would love to hear some of your ideas on how to enhance early game options for the USF, I personally would have gone for indirect fire but i'm sure there are more creative ideas out there and i would like to discuss them. Only interested in talking about the early (and maybe mid) game, please no talk of jumbo Sherman or Pershing
Hello everyone, I was reading the other forums and came across an excellent post by one "Vipper" (I don't want to take credit for what I see as an awesome idea) while discussing how to fix the flame damage dealt. Since the critical damage was removed (or heavily reduced not too sure to be honest but I'm sure someone will correct me) flame weapons have not had the same effect they did before. His suggestion from what I can understand was to add increasing stacks of damage the longer a unit is exposed to flame damage. Of course this would only apply to units susceptible to flame and the stacks would have to decay quickly once out of the effected area. So what do you guys think? worth a look at or no?
Hi everyone, I'm not really a big poster more of a reader. Was toying with this idea for a while, I'm wondering if anyone was interested in discussing the possibility for increased damage from bounced shots on tanks? Anyone think this could work? or if it would even be a worthwhile mechanic to look at? Personally I think it would help level the playing field for both sides by reducing (while not eliminating) the effect RNG has on tank battles. I'm not the best at giving out statistics of in game units so if you think it would affect one side more than the other (which it very well might) discuss it. Ideally I would like this possible change to benefit all factions and players, all games are more fun and satisfying when each faction has an equal chance at victory.