This new soviet commander and shock rifle tactics will be used in 95% of the games you get from now on until there is a significant balance patch (the one coming out next not counting, because it'll just make ppsh spam even more powerful). This new one made all ppsh doctrines except just maybe shock army obsolete, armored assault obsolete (nkvd too...but nobody was using it to begin with so that's ok), and is extremely compelling to use over guard motor as well because while mark target is powerful, it just doesn't really compare to ppsh+radio intercept.
So, with that logic, every single add-on for CoH was pay to win? From what I remember you could play against Brits, even so you had never bought the add-on.
From what i heard balance was pretty shaked with Brits n PE.
Even then, you were facing a new EXPANSION faction which you know what to expect from it and you could adapt from minute 0 to it.
I feel less "cheated" if someone faces me with a whole new faction rather than the same faction with little new cheap tricks.
1-Discussion: how can you find DLC commanders acceptable when they:
A- Use 2 or 3 abilities which have already being used on prior commanders.
B- They just take SP or ToW units n put them on the MP.
We have from 20 DLC commanders, just 23 "new" abilities which includes things which are rippoff from campaign, theater of war or resource modifiers.
Problem with microtransactions/DLC is that most of the time they lack creativity and innovation in comparison to a proper expansion.
Thing is, its easier to get more money through the DLC model (specially when you just cut off content just to get into release time) rather than the "old" system.
I can´t say it´s Pay to win, since it doesnt assure you the victory, but it´s pay to have an advantage (variety on itselft it´s a strength).
The fact that you have certain commander force you to change your playstile for just in case he might or not use it.
Things I dislike:
- P2W/DLC Commanders
- AT nades/Panzerfaust mechanics
- Tech too fast
- Final boss tanks (Tiger Ace, ISU, Elephant, IS2...)
- Commander system (Doctrines were 500% more fun)
- Bulletins
As you can see, the things I like are all cosmetic or of low impact in the game, meanwhile I dislike a lot of core mechanics of the game.
I feel that the game is really dull and repetitive. Always a race to bring out the biggest tank.
Since i dont expect (i hope im wrong) the core of the game won´t change and still like the game, i just have to wait that they try to improve it through other aspects. Mods may come, balance will improve, new good maps will show up, etc.
if the weapons are balanced, yes that is fair. to be honest, this reminds me of a little kid who doesnt get his way and says "but thats not fair!" if things are balanced, its not pay to win and i see no problem with a dev charging money for extra content.
going off your example, look at battlefield 4. expansion packs add extra guns that are balanced for the most part. non premium players dont have those exact guns though, even if they have similar options. premium guns have a unique combination of scatter, rate of fire, recoil, etc. is that pay to win in your mind? again, im going to have it say its not. if you want more guns, buy them. if you dont, stick with the standard guns and you will be just fine.
BF3:
BF4: its worst than in BF3
Since it´s an FPS nobody cares on this little things. But i do care on an RTS.
You can get the probability on your side though - you need about 3 well-microed T34s to have above a 75% chance of disabling a Tiger (if I remember someone's math from beta forums correctly). That's why the best counter isn't AT guns or SU-85s, but ramming. But that's still, in my opinion, an unacceptable level of RNG for such a major game event.
160 Penetration vs 250/300 armor. You have a 75+ % chances of ram success with 2 T34 from the front.