Actually heavy tanks are not that OP to worry too much about delaying timings. At least for axis ones, imo, are strongly hard countered nowadays. Sov and Ukf heavy armorhp still poses problem for Wehr especially. Delaying is more bad for allies than axis.
That said, the purpose of delaying is for?
Should we make a game progress through phases in proper order (longer game, promote use of units)
Or
Allow players to skip and chose (shorter game more flexibility)
I think in 1v1, most players will hold out for heavy, i mean infantry and AT guns are more than enough to deal with limited med tanks, and tanks cant cap points, most tanks. Heavy can do AI and AT, so they maybe cheaper effectively with single micro
I guess objective is promote more unit variety.
In this case, perhaps teching and base building can be cheaper but bases can be destroyed easier, to encourage base dives and base arty.
Perhaps we should cap tank range to 60, to compress their effectiveness and open up maps mobility for tanks. Now tanks die in less than 10 sec if you got into bad spot and busy microing another battle. So heavy with more hp is preferred first
-
#Steam AliasWL%Streak
- 1.655231.739+15
- 2.842223.791+5
- 3.35157.860+16
- 4.599234.719+7
- 5.934410.695-1
- 6.278108.720+29
- 7.307114.729+3
- 8.645.928+5
- 9.10629.785+7
- 10.527.881+18