It isnt the most RNG based RTS out there, as Katitof has already said.
There isnt common ground to be had, you want absurdly impactful RNG to swing games because it's "cool", and I would like the game to actually improve.
There shouldn't be absurdly impactful random chance "Flipping" games at all. The better player should win, worse players shouldn't be getting a pity win out of RNG. Due to the extremely low chance and high impact of these occurrences you cannot play around them without generally playing in a less effective manner. All they do is reward passive play, and punish proactive (and better) players.
Other RNG, such as bounces, accuracy etcetera, can be more effectively influenced and accounted for, and are individually not as impactful. MGC and Abandons cannot, and in the latter case are not a good fit for the game as random chance.
The compromise is to make Abandons and MGC something caused by intentional action. The mechanics themselves are not an issue, the implementation as random garbage is. Flame crits were removed for a reason.
I remember him saying that yes. But cant remember wich.
You want a game filled with rng from start to finish to "improve" because "skills" wich rng makes a bit less relavant.
You do know "improvements" dont always deliver right? Where brits an improvement? Was dow3 (stripped of rng) an improvement over dow2?
You say that mgc or abandon are absurdly impactfull, yet missing or bouncing a killing blow on a critical unit happens far more often and can decide a game then and there.
Out of a 100 games only a handfull get flipped by mgc or abandon. This impacts ladder posistions minimaly because both can benifit less and highly skilled players alike. Mostly when overextending greatly is mgc or abandon massivly impactfull, if you support your tanks properly the impact is lessend greatly.
But aperently overextending greatly is being proactive (better) nowadays, and a player on defense (a bad player) or good at defense doesnt get his tanks abandend or mgc and he can't deal decisive damage that way and only win because a <5% chance his opponent gets mgc or abandon crit on their tank.
Imo the compromise should be keeping the no mgc and abandon in tourny mod, there they have no place. And adding cost to reclaming abandoned vehicles for the opposing players in the base game to not get a easy free tank.
But if you tie them to abilities or units this can and imo will lead to far more issues then currently, mostly abuse and open the door to outright remove them.