Sorry by performance i was meaning to say in game units performance and not game engine. |
I think we are one patch away before relic give up.
Would it better to concentrate this last effort to just shake up the mp/fuel/ammo and popcap costs?
Say if we make Jackson more expensive and that's it. Just an example, there other cheese units to rework their costs.
Performance, abilities, i think we are at the point of maturity, no need to throw them about to test changes |
I hope they choose different maps.
I seen high level plays with the same few maps.
If this is not monetary tourney, using newer maps is fine |
I will try to use it in team.
Now im left frustrated against allies players who mastered the 60 TD and critical mass they have advantage.
Hope the cmd tank cover the snipe shots then. |
You didn't even know how the unit worked until I told you... But you already know it's fine? Okay then
Thats what i said, after reading yours and other posts on this unit.
My conclusion is same as Vipper. It is fine or other not pressing issue.
Expensive in 1v1 and 2v2.
Countered by Allies mass in 3v3 and 4v4.
Seems to be fair. |
Until you get to team games, then it's a completely different story. The "1 less good p4" on the field is a lot less noticeable when that thing is hanging around next to multiple players units
Its bonus effects more units, and it's easier to defend because of it
Like i say, allies late team games are very strong. A cmd tank actually helps axis a bit.
A wall of 60 TD and terminator infantry supported by arty, Axis need every help as much, until a further look into Allies 60 range and unit pop. |
Or we could do as Vipper suggest, nothing. The unit is fine.
Even in 4v4 i dont see team clustering all into 1 area to enjoy zee aura.
Most 4v4 maps will have you split in team of 2. |
In this case, i suggest we give it a vet buff on vet 1, the aura extends from 80 to 85. When i used cmd tank, i recall it takes years to vet up. We could decrease its gun damage a little.
Meanwhile, we push its CP further back to 12.
Hear me out, as Wehr player and even Okw, late team games favor allies much more. Allies critical mass for cheaper resources, tons of arty and 60 TD. This cmd tank actually will help balance the tide for late game purposes.
Remember 1 cmd tank on field, you lose a better P4, a nice trade-off for late game usage. For example, instead of 2 SU85 aiming at 2 P4, you get 2 SU85 aiming at 1 P4. The cmd tank dont participate well in battle.
To suggest nerf is just not sensible. We just need to shift its timing for its purposes. Choosing it, you are already losing offense for defense. Cant believe there is problem getting 1 extra shot when you will suffer 1 less shot yourself... |
I like the 20% dr/1 extra hit idea, in the context of today 60 TD. Would be nice to apply to all stock units, that is at max range 60, damage is reduced by 20%. That changes the eZ passive sniping we faced.
Reducing to 10% is make the cmd tank worthless, which it was already nerfed before iirc. |
Does it buff infantry or just tanks?
I don't get how it encourages blobbing? Building one already takes up your popcap and resources..axis tanks are too expensive to blob unlike sherman or t34.
The extra shot survival helps against 60 range td so its fair for a doc which is less used. Seriously with current live games, shots come in fast and hard, and additional 1 isn't turning the tide.
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