With a arranged team off 2 or more this strat is literally devastating
You can see in the loading screen if your enemy has that commander equipped. If it is so broken OP, why don't you spend 1 minute with engineers to build a cache AND barbed wire around the capping circle, and maybe even a bunker? Stormtroopers cant do anything vs that fast enough. And if you are telling me now that it's the TANKS that neutralize your cutoffs on whiteball and redball, then your team is just complete trash.
In almost 7,000 hours I've had the ability successfully used against me once or twice
Please, for the love of god, stop using that site for 4v4. As a 4v4 tournament player I can guarantee you that arranged team vs. arranged team in 4v4 is completely balanced or depends on the map.
Random 4v4 automatch is a shitfest of monkey apes that cant deal with the tech tree of USF and soviets. For example soviet t1 players that get rekt by blobs and tank rush because they dont know how to counter it without a HMG or AT gun. Same story with USF tech tree as HMG and AT gun + packhowie are kinda mutually exclusive. Both axis factions always have MG, AT guns and indirect fire no matter how they tech. I have seen it sooooooo many times now on playercards where someone had 60% winrate as axis but 40-45% winrate as allies because of this (ofc the player was just bad as well)
Oh and there is also the 4v4 matchmaking. We (a lot of 4v4 players that I know & myself) have a saying "Do not search allies 4v4 in dead timezones, only in EU afternoon time. You will always get unwinable games."
What is happening lately?? Few days ago a guy who claims the British Centaur has suppression, "hence Ostwind should get the same", and now someone who says that only the wehr HT can reinforce in enemy territory.
Do people not even bother to check or test anything before posting?
Patch support will end soon anyway, then the whole balance section in the forums can be closed down
After 30 minutes or so, only 2 votes in 3v3 (and 3 in 4v4) are required to surrender the match. It is dumb yeah but intended by Relic and won't be changed at this point.
Could anybody write the main differences of a 1v1 player depending on his ladder ranking?
For example:
>2000:
they lack the basics of unit preservation, using cover, pick up fights and combined arms.
>1500 <1999:
they know the basics and start to play well, but fail because of the lack of speed or knwoledge...
>1000 <1499:
they play decently and control the basics but they lack of adaptation and ...
>500 <999:
they play well enough but usually have lack of speed, experience, cold blood or patience
>100 <499:
they are very very good at the game but they lack of ...
>50 <99:
they are top players and play perfectly with absolute control of everything. They only lack ...
>10 <49:
they know how to put the RNG Gods on their side but they only lack ...
1 <9:
they are the best players in the world and they know how to put the RNG Gods and even Goddess on their side so we can only learn how to play watching at them on Twitch (we can also do watching a top 500 player ).
I'm a 900 ranking right now and I have gone through a hard way to achieve it. I still learn a lot in each match, especially when I lose. Most of the time I lose I can see what I did wrong, so I can see more learning room, but I think that diagram could help us to improve and find our weak points. The better we all play, the funniest matches we'll have.
Kisses!
Honestly I would say your ladder here is 99% accurate already. In the 500-100 cell I would simply change the boundary from 100 to 50, so it becomes 500-50.
500-50: ... but they lack of a fast enough micro speed (hence losing units too easy) and don't use maximum tryhard meta army compositions (build orders)
10-50: ... they only lack the last tiny bit of perfection and sharpness when it comes to unit preservation and unit positioning, but they are still capable of beating the top 10