Sim city is really annoying strat to play against, but its still very possible to counter. First of just being aggressive and not giving him opportunity to build up his city is very important, if not possible, then focusing down single emplacement he managed to build can help.
Also sim city can be largely avoided, unless map has 2 important points like 2 vps or fuel plus vp (which very few maps do) you can simply focus your efforts to other side of the map, leaving his emplacements useless and his smaller mobile army outnumbered.
Personally sim city is annoying because it slows down game to a crawl. even if he only secures one vp with it, match is going to take a good while while you try to dodge his arty and mortars. |
I know this is a little offtopic, so bare with me.
You want command tanks to affect player only units? But SU medics heal any allied troops nearby. UK forward post and US ambulance can reinforce any squad regardless whom player is it. Shared team mechanics are part of the game, otherwise the game will be totally biased (axis cant share between players but allies do). Many people complaint about tank commander buffs, but later on units balance take account the possibility of those units become buffed, and they get nerfed. What i mean is, axis get a lot of bullying about their strenghts and the game got "balanced" making up for those buffs, now if you remove it, all axis tank should get either buffed or become more (yes i said MORE) cost efficient, to make up for the changes.
People tend to forget what they asked for changes, nor try to understand the game before asking for such changes.
Teamgames need a lot of attention, since 1v1 gets the primary focus of balance patches.
yeah this might go off topic, but i think command tanks boosts should be munition costing momentary boosts instead of just passively getting them. For example german pnz 4 command tank defense boost would be like 30 seconds taking defence boost that cost 40-50 munitions. |
im not sure but would it work that there would be time period of limited resource gain when its deployed. It should not last entire time the tank is alive, rather set period that would make it actually be worth to preserve. |
I think its okay atm. Only thing i would change is speed the shell start to drop. one match i played flares were barely even dropped before shells started to land. I think it needs small revup time before it starts to ramp up the speed. |
has the brittish artillery flares been reported here yet? |
The unit itself is not bad, it's an ACE unit.
It's just that the commander now is useless, so going for it or not is already a bad choice since you don't call a Tiger ace for the same reason you would call a regular Tiger, as a back up or late game tank.
Soviet windustry and elite troops used to be the best commanders, now nerfed to nothingness.
Not because they couldn't fix them, but whoever balanced these 2 commanders obviously had no idea what he was doing.
They didn't even realize they removed the speed tank building from soviet industry, which was the whole point.
Let's not even get started with the fuel drops.
I never undertood why they removed the ability to vet your units with elite troops.
Or why stormtroopers upgrade are so expensive.
I miss ability to vet your infantry too. It was intresting change, that you sacrificed getting tank up fast by having your few units on field on their best earlier. I know it was broken on old mortar, but you could always make times between vetting longer, so person couldn't spam grens and have them instantly shredding everything. but again i did not play game during that time so i can not say for sure. |
i have myself found that brittish are very lacking in cqc capabilities is their base form with no commander chosen. You generally want to avoid ending up cqc and keep opposing player at range. engineer or mobile assault regiment allow flamethrowers so your sappers have quite good chances, particuraly if you have 5 man squads. Commandos from vanguard, commando and again mobile assault regiment are very capable at close range so they are very good choice if you do not trust using sappers. One tactic i have found useful myself is to utilize mines. Planting mine before capping and when enemy brings their sturmpio, panxergrens or such at you, he will lose 2 models from mine if he hits it and give you instant advantage. |
Id say resource cap so people cannot just horde immense resource to lategame and make vehicle losses irrelevant. Also i would like to see that bounces did some damage rather than just be random no damage hits. |
They get really easily dropped when any fire is focused on them, and they dont have normal grenades to flush anyone out of cover. Yes they have smoke but it helps mostly to blind mgs. |
it would make sense. I mean larger radius made sense when there were multiple bombers, but with only 2 it could be more practical to concentrate bombs to make it more effective. |