I was thinking he other day about this s but the opposite end of the tech tree I.e how you used to be able to build either T3 or T4, or sometimes both and how Relic made T3 mandatory for T4.
Seemed really odd to me that Relic wanted more variation early game but.. Less in the mid game? It seemed to get lumped in with all the heavy-call in cap stuff.. Maybe to delay production of call-ins if you go fast T4 or some other reason, I dunno..
But I'd really like to see that removed because since they made it possible to get T1 and T2 it's made Soviets my favourite faction to play as, with the Su76 now in T3 as well they're a really versatile faction to play as and their heavy call-ins for the most part seem really... Satisfying.
I tend to build t1 + t2 in team games, in 1v1 il tailor my tech to my commander choice. It's always nice to have penals for AI and have guards as a safety net for long range and AT. If I go shocks Il tend to get support weapons out.
Definitely enjoying T1 at the moment though. scout car is great for chasing down kubels and stray squads, especially on big maps where you have room to chase, and there is NOTHING more gratifying than rolling a flamer clown car up to a group of ISGs and blasting the fuckers to oblivion with a satchel then crisping the strays up with the burner.
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