If they really want to make it fun, let us customize our commanders, give each call in a value, say recon plane(1), Tiger Ace(4 or 5), give the player a maximum value allowed like 12, allow use 5 slots and build our commanders.
Very similar to the Wargame series.
If they want longevity in their game they need to promote player creativity and dynamic meta game exploration instead of dev control meta, the current meta is; pro players finding best stat, dev's tweak the strong units, players find next best strat, rinse in repeat. |
I suggest dropping a lottery system all together because they are a horrible main system and going with a economic system but a quick fix would be giving the player some kind of control.
when a loot drops, give use a choice of 1 out of 3 things, give use some kind of control over it instead of just a damn RNG. |
If you go tier 2 then you'll have to wait for T4, i personally prefer going T3 and skipping T2. The stuarts doesn't have the insane DPS of the flaktrack on infantry but it's a greater threat to armor and scales to late game when you use it to support your jacksons and shermans. The only down side to skipping t2 is you wont have a .50 to suppress or pin large infantry charges so i'd recommend airborne to drop in .50s.
I suggest going t3, if you don't see any armor by the time you can get a stuart, just hold off and wait for a t4 sherman, buying a major is more dangerous to a forward truck than a stuart anyways(arty call-in), grab a pack howitzer if you can't get an AT gun to direct fire it. If you go airborne you can riflemen smoke the gun and para's can demo charge it(idk if the german players can direct fire on the ground with it though). Once you hit t4 just bring your major up to call in an arty strike on it.
My typical build is riflemen,riflemen,riflemen, ambulance, push onto a fuel point and keep reinforcing and lock it down, paradrop .50, harrass other points with RE, captain, by now they wont be able to push you out without a lot of casualties. From here it's either paratroopers, AT gun or stuart, depends on the situation,
if it's infantry heavy and they are trying to rush a panther go para's then AT gun, T4
Airborne doc
If light armor comes out i usually grab a stuart and back it up with my captain and riflemen, the stuart/captain combo can kill a puma with stun shot without taking any damage. If they are backing it up with volk AT, use your .50 to suppress them and if you can afford it para's with 1919's. Use your riflemen smoke and AT nades to cripple the stunned armor and smoke for your retreat of the stuart.
armor doc
go T2 and rush a M10 and direct fire it onto the truck, or direct fire the bulldozer if you can afford it.
infantry
well you're only early option is Mortar halftrack :/ could work, i'd recommend going T3 for AT and use the riflemen defensive stance for suppress/pin on AI. You have low muni for any major arty strike on it though. Also learn how to bounding overwatch your riflemen with defensive stance, On your strong front, if you hit contact, fall back your assault squad and lure them into your DS squad for suppression, use the stuart to support your RE or other riflemen squad to harass the other fuel and not allow them to setup a truck. If you spot light armor, hide your stuart and try to locate it, stun shot with a captain finisher.
recon doc
pathfinders can call in Arty barrages.
mechanized
harrass the other fuel with your jeep .50, don't allow them to push up a truck, withdraw and refit it to something heavier for harass till T3 or T4. I also suggest T3 for AT, your superior early mobility should force the germans to not be able to mass a large counter on your strong side unless they want to lose their other points.
I don't have this doc yet but i'd assume building a fuel cache would be insane teching, if you can keep all your early vech's alive and refit you should be able to tech all 3 tiers.
Riflemen company
as soon as you get vet 2(durability) and flamethrowers on your riflemen you should push both fuels, you're flamer will keep stormpio's at bay and your riflemen can out gun most early infantry, upgrading bar's will only make them more deadly. If you can lock down both fuels i'd say go T2, you'll be reasonable safe. if they do go for a light armor to try and recapture a fuel you'll have to micro your flaktrack with AT nades though.
for any of these docs, at any time, if you find yourself in good map control and above 500-600MP build a fuel cache to out tech them even quicker. The early it's built the better, i usually decide on this after my third riflemen. |
They implemented because all the children bitched and moaned about PAY2WIN.
Not an excuse at all, there are tons of other systems the could have used. Even in basic game design it's known that lottery systems are horrible, punishing and frustrating system when they are the core unlock system for the game, it = pure grinding and counter intuitive to good game design. They work great for a secondary or bonus system, not a core.
If they want to monetize and make money, which they do(original P2W commanders) they need to charge for vehicle skins, unit skins, faceplates, victory strikes, do it exactly like LoL or dota, anything purely aesthetic equals money in the bank, anything game play wise needs to be progress in some way other than a damn RNG. Commanders and bulletins need to be progressed to in some way, leveling, in-game currency, hell even a pick 1 out of 3 lottery prize system is better than the current.
Lottery systems as a main game mechanic are literately thee worst possible system to have. they are seriously worst than have no system at all, at least a no system allows customization and creativity(Look at the Wargame series).
RNG unlocks promote nothing other than pure grinding to people that actually love the game and want to progress, and well anyone that doesn't care what they unlock wont care regardless of the system in place so they'd be unaffected with a system change. |
Seems to me is that I have the rifle commander and the easy 8 sherman is the one thing that can beat the crap out of axis armor in packs but on that map there is no room for me to flank with the shermans the sides are too cramped its screws the tanks AI so depending what side of the river the axis is on they just make a crap load of AT guns and sit there tanks across and build panzer head quarters there and trying to attack face on with shermans is insta death
Go airborne for clusters of german armor. call in major recon plane for scouting pass, wait 4 seconds, call in airborne rocket strafing run behind it, then m8 howitzer smoke the AT guns(or smoke any AA before the planes come in), major arty call if you have the muni, charge your infantry up with MG and AT guns, airborne drop onto their AT guns for decrew and smoke concealment, plant any demo charges you see worthy, snipe with Jackson behind your infantry push, they should be pretty messed up and scattered by that point.
retreat any hurt infantry back to your major, use the sherman's jackson to hold off any counter attack if the german's think they can counter your push. If they charge you, armor piecing rounds on jacksons/AT guns, keep smoking their AT guns, if their armor is close to dead charge shermans up for the finish/spotting for jackson, pop smoke to block AT or retreat them. |
RE needs Bangalores, give them something useful to do now that volley fire is worthless. |
A lottery system as the main upgrade system of a game is the worst possible system every, its fine for random small things or a secondary system in a game but when it controls commanders, a major factor in the game, no, just no. At least give us a choice of 3-5 things when a spoil comes up, let use have some kinda of control with this torment. |
But said Rifle company lets you have a vetted Rifle squad 1 sec into the game. Then you can quickly produce another Rifle. Then you have 2 squads in record worthy time. Balance?
With armor doc you can build riflemen, spawn assault engies as soon as the riflemen spawn and have 3 squads capping before 1 minute. |
Volley fire is useless now.
I'm sure glad that is settled. I was getting tired of being able to compete with early game Sturm Pios.
^^ worthless ability now. |
pathfinders scout/AT gun/jackson, major arty ability, rifleman smoke/para demo, m8 scott, pack hoitzer, time on target barrage, riflemen smoke/ass engy demo, smoke bulldozer direct fire. pretty much every doctrine can counter it and standard units. |