8 cp is really late, that's valentine light tank late. Atleast croc and kv8 can take a hit
I don't bother with this commander. I got flame nades for anti buildings, Luchs is pretty fast to get so I get an AI tank stock, Stuka barrage might be ok vs arty, but I doubt the enemy could afford it MP wise when you pound them with volks and obers.
I'm amused with everyone giving Dusty shit for his opinion.
1vs1 & 2vs2 are competitive modes and 3vs3+ are fun modes, that doesn't mean that game's not supposed to be fair in that modes, simply that situations are created which can not be balanced.
Core game mechanics play less on an role or non at all in 3vs3+. If you check how maps are designed you'd also notice that 1vs1 & 2vs2 are designed with a competitive mindset; you have mirrored maps that usually have some space for flanking, while 3vs3+ maps seem to be bottleneck after bottleneck, with steppes & general mud being the only exception. Just check how Lorch Assault is designed, a huge fucking castle with no tactical purpose whatsoever, just eye candy and 5 Victory Points.
The main issue right now is the popcap bug - while giving OKW an advantage in 1vs1 in turns into a huge asset in 2vs2 and becomes utterly broken in 3vs3+: When your core army takes less popcap that means you can field more infantry, allows more tanks in late game and generally never struggle to accumulate enough MP for tanks in late game. As an allied player that means you will have to deal with more units while having less. Now multiply this with 4 and you will face an enemy you can not beat.
Especially in the clusterfest 4vs4 games are. Anyone saying 4vs4 have the same tactical depth or skill range like 1vs1 games has no clue whatsoever. 4vs4 derive into age of empire games in late game where its all about accumulating a critical mass of units to roll over the enemy since flanking options are limited, as a player your usually have one corridor which you have to win and then when you won you can assist team members, seal clubbing enemies in 3vs1 situations etc.
Things like KT without CP or Panther arriving to late can be easily fixed by adding CPs to the KT and requiring 3 trucks deployed for the Panther.
le this
stop acting like balancing for 4v4 will solve all problems. imbalance is multiplied when you go up from 1v1 to 4v4.
@Dusty
You continue to insist that, by virtue of your 1v1 skills, your judgements and theories about the problems and workings of 4v4 are automatically correct. This argument implies, and relies upon, the "elitism" of 1v1 over other game modes; that is, a 1v1 player requires more skill than a 4v4 player.
This argument is innately flawed because it fails to define what is meant by 'skill'. One can easily identify a 'skilled' saxophone player, or a 'skilled' baseball player, because only one set of abilities is being compared. However, it is far more difficult to judge who the better "skilled" musician, or "skilled" sportsman is, if you are given two musicians who play different instruments, or two sportsmen who play different sports.
Skill in 1v1 games undoubtedly requires larger map awareness and higher APM/Micro. However, having these skills does not make you a 'skilled' 4v4 player, any more than being a skilled baseball player means you can play cricket.
Not once do you even accept the possibility that 4v4 game modes require different types of skill or awareness. You must prove this if your arguments are to be valid.
At the same time, however, you yourself acknowledge that 4v4s are innately different than 1v1 games, albeit in a derogatory way
However, at the same time you continually insist that your experience in smaller team games allows you to recognise and judge the value of arguments and concerns in 4v4 games from 4v4 players. Furthermore, you are openly hostile to 4v4 players who have a different opinion on balance issues as you do.
The reason I cannot accept any of your arguments, and the same reason I encourage everyone else to disregard your arguments, can thus be summarised;
- you ignore the fact that 4v4s are the most popular game mode
- you believe, by virtue of your superior 1v1 abilities, that your judgements are automatically superior to those of a 4v4 player, and thus
- you refuse to acknowledge most complaints brought up by 4v4 players about 4v4 specific to 4v4, because you believe they are complaints by a bunch of unskilled idiotic retarded casual crybabies who don't know how to play the game, despite the fact that they actually play 4v4s and you don't
- you are openly hostile towards those that disagree with you regarding 4v4 game mode
In further summary, in case you refuse to read my post because I am a 4v4 player;
- I view your arguments about 4v4 in the same light you view my arguments about 1v1
- Your entire justification of the superiority of your arguments lie in the fact that you play 1v1, and I play 4v4.
Finally, to get back on fucking topic;
One must remember in 4v4 game modes, that the allied team can have potentially all three factions. Therefore, if UKF has a significantly lower win% than USF and SOV, there must also be a larger # of games with either only UKF or 3UKF (+EITHER USF OR SOV).
This does not necessarily mean that UKF cannot be played in team games. Perhaps 1/2 UKF with proper mixed allies remains quite powerful.
This also does not necessarily mean that UKF is "fine". We cannot know, hypothetically, if UKF was deleted tomorrow, how the USF and SOV win rates would adjust (assuming all UKF players would play either USF and SOV with the same skill)
did you seriously just try to compare 1v1 and 4v4 as two COMPLETELY DIFFERENT SPORTS WHICH HAVE LITERALLY NOTHING IN COMMON, I think you just proved his point
holy shit, how delusional are you
4v4s are nothing but arty spamfests blobbing paradise and a fuel race to who gets more tanks faster, you can play those modes without your keyboard, there is no "special skill" involved, it's a bumrush to the fuel point every game
4v4s imbalance is pretty much based on imbalance in smaller gamemodes being even more problematic when multiplied, or just shitty maps.
Brit units take more popcap because they are fat and lazy unlike strong and fit axis soldiers who train every day to be the best, which means they are not some pussies that need supplies and care. They kill with their sight. They also get 5 stars because they do german krupp drugs that enhance the human body beyond allied limits.
UKF has highest/2nd highest win rate for months? Totally fine.
Maybe you should visit the forums more, and realize that there were 50+ threads about brits being op even after the nerfs to every ability people on this forum wanted
Pwerfer costs 80 fuel, fucks anything it shoots at including buildings with 100% damage(LOL), and if it doesn't fuck it hard enough it supresses or pins it.
But a 140 fuel call in USF katyusha?
reduce health to 100, make barrage cost 100 ammo and make it drive slower when it has reloaded. Balanced. Also give it a 50% to detonate rockets before they fire, making the calliope prone for self destruction, because RNG = fun and esports