I think the putting the wc51 in t0 would end up being too strong. Usf having its mortar removed would hurt badly, but if you play carefully enough in the early game, i imagine a buffed pack howitzer could neutralize the issue. The wc51 and lack of a mortar obviously could have been balanced around if this is how USFs design actually was, but i think a slightly more fundamental issue is that i dont think captain would be teched much since lieutenant would offer two weapon teams and a scout vehicle. Of course, if the teching is linear, then this would solve a lot of issues, but it brings up a lack of indirect fire. Having to wait multiple tech tiers to get an indirect fire weapon would be a little too much, i imagine. |
Ofcourse 1v1 players will say its not important or stupid but thats because none of them play team modes and dont care about better balance in team modes.
Right....it couldnt POSSIBLY be that other people (1v1 players included) may have actual valid reasons for not wanting on field upgrades...ive said this before, but calling people out on being biased or narrowminded (not keeping other game sizes in mind) kind of makes people take you less seriously when you come across as the most biased, narrowminded person in every thread that youre in. |
In team modes people use ambulance to stay on field. IS THAT CLEAR? You think only in 1v1 terms. Clearly you lack brain capacity to understand that there are other modes besides 1v1 with bigger maps being played where retreat takes ages. You even confirmed you play and think only in 1v1 terms by saying: "Basically every top 10 or even top 20 usf player (devm being the quintessential example), goes armor company and never techs major (no forward retreat point, which means they do end up going back to their base)." YES ONLY IN 1v1! Outside of 1v1 you never see armor company and you always see major, does this tell you anything? If you wanna talk then start thinking outside of 1v1.
You keep making the argument about 1v1s though. You said skilled players use the ambulance on the field. I disproved that statement by saying that basically all of the skilled players (who are almost all entirely 1v1 players) clearly dont. Outside of 1v1 you dont really see armor company, but you also dont really see skilled players outside of 1v1 either. There are decent players in 2v2s, sure, but hardly any of them play the game at a high enough level that they truly understand and utilize game mechanics, and the game (in my opinion) shouldnt be balanced around people not effectively playing the game. |
I think you miss read what he wrote. He never mentioned the Major, he said he used the ambulance to reinforce on the field which probably mean using soft retreat and avoiding at all cost to retreat to your base.
I assumed major was implied since soft retreating to a forward ambulance is even rarer than seeing major not only teched, but also used for a forward retreat point. The point still stands, most skilled players that I know of and played against soft retreat to forward ambulances very rarely and only in fringe cases, if ever. You can definitely find examples of it, but since people like throwing around their playercard/ranks to prove a point, I'll tell you now that the absolute highest ranking players (which the automatch system considers me equal to) rarely soft retreat to forward ambulances against me. And its doubtful that they do that against other players either. |
This is a good starting idea. USF would finally be designed around their sole purpose which is mobility. You wouldnt have to go back to base after you made ambulance which is how usf should be and is played by a skilled player. Weapon racks is just a useless gimmick slowing usf down. Because most of the time you are forced to go back in an inconvienient time to pick up weapons or you just forget to do that and fight without them wasting a lot of your power spike.
Skilled players like who? I never use major retreat point (if youre willing to call me a skilled player). Basically every top 10 or even top 20 usf player (devm being the quintessential example), goes armor company and never techs major (no forward retreat point, which means they do end up going back to their base). I struggle to see where that claim even comes from. The fact that you claim this is how "usf should be," suggests to me that you think factions should be balanced around YOUR perception of how the game is/should be, even if game trends and the habits of top players undermine or disprove your views. |
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You can now veto two commanders of the opposing army to make up for the games now being on the live patch.
What are your vetoes?
Also brackets are up.
I choose to ban USF Armor Company and USF Mechanized Company. |
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I wouldn't mind seeing a timer on the actual unit as well. Like when your order them to spawn from a building there is a few seconds delay either before they come out or before you have control of them.Players pretty much get teleported troops and it's not very good for skilled play. There isn't really a way to protect yourself from it or predict it. You can just avoid buildings.
You can prevent infiltration units by keeping the house garrisoned. Admittedly not the most reliable way of countering something since it requires map/garrison control, but the counterplay is there in some form. It may be hard to do, but it punishes the enemy heavily since when you deny the instant spawn, the enemy is put severely on the back foot (miscalculates the engagement because he expected to have a unit that isnt actually there) and has spent manpower on an inefficient unit. And its subjective, but id disagree and say that its very obvious when an enemy will pop infiltration units (whenever a weapon team is alone near a building, when a low health squad is retreating, when youre running up to a garrison in the middle of a firefight with another unit). |
Hahhaa seems like you can play wfa factions without even knowing the commanders
What made you think I don't know the commanders? |