Honestly, if I'm not having a fun game, I'm not sure why I should be forced to watch my units get destroyed over and over again because some guy who doesn't know the writing on the wall doesn't want to surrender.
I play games for fun, if they're not fun then I'll leave, simple. Life is too short.
I hate leaver penalties in all games because they force you to play in games which simply aren't fun or games where you are just out matched. It's stupid, childish and goes against the whole idea of games being a past time rather than some kind of second job which some people seem to think they are...
If such a thing were to be implemented, the whole player base would be hurt even more. There would be more abusive players, who know they can't leave so take out their anger on their team, there would be more team killing, particularly of bases, because people realise they can't win. It'd be a microcosm of Dota2 or Hon's or LoL's communities, and those communities have to be some of the most revolting I've ever seen.
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Okay, can tell me how the synergies work?
Soviet Infantry AT - basically non existent. Tanks these days tear apart guards and PTRSs do nothing. All they possess are a convenient AT trap from cons (which keeps bouncing of P4s for me). Button is rubbish these days.
ATG AT - Okay, inferior to Ost counterpart, but undoubtedly superior to that crappy Puppchen. Can be deadly with Mark Target (but that's doctrinal)
Tank AT - non-doctrinally inferior across the board, either slow and poor chance of damaging hits, or else is invalid by late game. Invalidated by Axis callins Doctrinally pretty good, but still inferior to top of the line Axis call ins (I'm talking about JT/Elefant).
US
- Infantry AT - better, Bazookas are okay, if they hit... if they penetrate, markedly inferior to shreks. But better than nothing. Soviets would kill for bazookas. AT rifle nade keeps screwing me over for some reason...
- ATG AT - Okay, longer range is nice, not very effective against heavies with muni cost...
- Tank AT - Okay, nondoctrinally the M36 is a major threat to Axis armour, however, the rest of their line up is pretty meh versus tanks... Doctrinal tanks, named the Easy Eight, are pretty effective, but suffer the same problem as the Soviets when it comes to Axis Superheavies...
Ostheer
Infantry AT - Panzerfaust has longer range (and higher pen iirc) then Con AT nade, and deals with more lightly armoured foes. Small squad sizes mean facing tanks requires a bit more caution (not blobbing seems to do the trick). Shreks meanwhile are deadly versus all non- doctrinal allied tanks.
ATG AT - nerfed, but still pretty good, target weakpoint is a significant danger, if its microed...
Tank AT - Fearsome. All Ost tanks with the exception of the Ostwind (and even then) are more effective versus tanks then their opposite number, with the exception of the StuG, and even then I'm not sure if it can be called an equivalent to the SU-85... Also boast the best non-doc tank the game, the Panther, which is deadlier then some doctrinal tanks...
OKW
Infantry AT - good. Early game the worst, because of the lack of a trap, but late game is devastating thanks to vet5 Volks, which, when blobbed with Obers can nullify Allied ATGs and easily defend themselves against most doctrinal and probably all non-doctrinal tanks... thanks the Obers AI potential and defend itself against tanks. Doctrinal AT not really much compared to the volks.
ATG AT - crap, unless vetted (in my experience).
Tank AT - Deadly, more panthers, KT is fortress and non-doctrinal. Puma is dangerous too with some micro. With vet its very powerful.
These are based on my own experiences and watching Dane's casts.
What I notice always is that for the most part, the allied tanks are constantly being massacred, whilst often the Axis tanks rack up impressive veterancy bonuses and kill scores. If an axis tank is caught, a quick smoke or, if its engine isn't damaged, blitz (still the stupidest ability in the game), does the job swimmingly...
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