Disagree, All I see is a lot of commanders lacking in creativity and being released unpredictably.
I think it would have been nice to see 5 well designed commanders for each side total. Putting more of them in to make up for the fact that there are only two factions now is silly.
I'm not adverse to another 2 factions being added to this game. I would welcome it, if they were well thought out and worked. But using commanders as a way to keep the game fresh is not a sustainable method. it's shallow and counter productive.
I understand that people gotta make money, but hey - why not make games worth paying for because of what there core offers, rather than what you can tack on later at £1.50 a pop. Just saying.
Here's to a smaller number of well thought out, commanders
After considering some thoughts, i feel adding many of the doctrinal units and abilities as default abilities and having few really varied doctrines (about 5 like you said) to choose from will cause much more interesting and open game.... but that seems to radical too actually happen...
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Sorry, I didnt quite understand this. The game is more unpredictable because you are given fewer core abilities, and have to unlock certain basic features through commanders, locking you in a certain direction?
The fact that many of these abilities were part of the faction gave you more options, thus more flexibility and less predictable strategies. Pherhaps more important, it opened up more room for changing strategies as the game progressed.
I think the reason why relic made strategies so much dependent on commanders is to subsitute for having only two factions.
Anyway, i think the best solution is to just make a ton of free commanders with abilities mixed and matched( it breaks my heart when units like t34/85, 120mm, etc... are only available on two commanders). Of course they have to be balanced. And maybe you should be able to pick five commanders rather than three. |
T34 with mark target and 50 kg bomb
The tank battle starts at 25 min, left fuel point |
just had a 2v2 with both germans using the ostruppen on road to kharkov. amazing how they could pump out 4 ostruppens each plus mgs and pgranadiers. not to mention halftracks and scoutcars. so i thought "they cant possibly get p4 on time for my t34. nope. this build apparently dont hinder them from getting p4 early. whenever i face germans who know how to use ostruppen, i feel pretty powerless. |
what about making the scope only spot vehicles |
during an almost won game, just rushed 2 panthers with 2 IS2 with a conscript and a shock. both of my IS2 got down to >10% and the panthers to ~ 50% when i fell back. then i realized IS2 is a heavy support tank. nothing really wrong with that though.
its actually really funny to see osteer starting an assault, sees IS2 with support, takes the first shot into the face, get scared and run away.
the way i see heavy tanks are:
tiger - hunter
elephant - sniper
IS2/ISU152 - uber support AI/AT
obviously soviet heavy tanks, considering their speed, reload speed and turret rotation speed, they are not supposed to spearhead into a battlezone.
but they are a very potent rounded support. |
So to capture an enemy weapon an Axis player needs to get tier 2, build a certain building and then build a certain vehicle in order to safely capture an enemy weapon when the enemy can build a 6 man squad from their main building and steal it right away?
Not to mention that it requires 80 fuel to do so.
I'm fine with the "3 men is converted" if you capture a weapon with the soviets but it should only be 2 with the Axis because of the smaller squads.
Soviet has to go underwhelming t3(although much better than before) for an unreliable counter to osteer's cheap strafing run, but you really want t4 to counter panzers.
there are advantages and disadvantages to both factions. considering all asymmetries, i think it is fair on a more grand scale of things. |
make it so you can reconnect and "pause" option like in dota 2
and punishment would be that you cant join another game until the game you left is over |
1. Everything aside, when my soviet troops get suppressed at the edge of the arc of a MG 42, the troops go prone and crawl towards every which way, especially towards the centre of the arc. This is extremely annoying and it means that the troops eventually get pinned just because one out of the six guys decides to be stupid.
2. Make squads who get suppressed under HMG fires crawl AWAY from the cone of fire. Of course if the squad is in the middle of the cone, it should get pinned eventually, but if you are caught at the very edge, it should be able to get un-suppressed slowly but surely.
3. I heard a Relic developer say that HMG are supposed to be used in conjunction with other units for maximum efficiency (from one of TFN videos)
I think maxim actually works this way. I find it very useful when I am already engaged in a battle and I use it as an extra damage dealer from the back.... and useless when its on its own unless there is a narrow choke point.
But with MG 42, sure it is technically more efficient when used in conjunction but even when it is alone, its so efficient that its basically Rambo in four men's body... |
I play mostly 3v3 and 4v4 for the epic scale and I can definitely feel it when the game goes on past 30 min mark...
'why cant i replace my artillery officers!!! oh, my two tigers are half of my army...'.
that said, i had one panzer IV, two tigers, two panzergrenadiers, one granadier, and two pioneers, which isnt too bad.
I just think they went too far with increasing the upkeeps with the most expensive units. |