Not really, since its not hard to hide out of sight or in building and its not like a wall of buffed infantry screening it is easy to get through.
It's still infantry.
Commissars will still cost resources.
We don't know the bonuses, and how they stack.
We don't know the buff range.
Still plenty of weapons that can get past it and kill the officer.
etc.
etc.
Also, guys. Those achievements are for the singleplayer and ToW mode. The Tiger ace is part of case blue. |
Guard are a soft counter. Aka defensive counter, although the term Soft Counter is used more.
Soft counters are effective if an enemy over commits, or if the target is a particularly weak version of the soft counter's intended target. |
Kinda sceptical about the Commissar squad. The last time a commander was introduced with auras for troops was with the British in CoH1. We all know how this ended - huge blobs.
Now Commissar squads with stackable auras + blob + Molotov + Uraah + crappy MG42s = lol ??? Better not.
If the commissar in the commissar squad is killed, every unit under its influence immediately retreats.
Is that a big enough negative for you? ![;) ;)](/images/Smileys/wink.gif) |
As seen on the stream there is a lot more commanders in the beta than just those being released November 12th.
What exactly makes you think there will be 2 additional commanders released as paid DLC? 2 commanders that we have heard nothing of from Relic?
Hopefully you can clear up my confusion since you claim it to be "clear".
Simple, I counted what's been announced.
They announced and showed the two Defensive Commanders.
They announced that two commanders from ToW are coming to multiplayer.
Then, they showed a tiny bit of Soviet Advanced Warfare, and German Air Superiority.
Thus, at least 6 new commanders. |
Not directly, it was a teammate's units.
Just so we're all clear, there's 6 new commanders being released on Nov 12. Currently we know 2 are completely free, which come from ToW with modifications. Then, 2 commanders require players to enter their email address to get, these are the defensive commander (I think).
Finally, there are the 2 leftover that seem like paid DLC commanders, the German Air Superiority and Soviet Advanced Warfare. |
The problem with making snipers more effective is that snipers are as passive a unit can get.
Units in a building are supposed to be something you have to dig out. It creates an interesting encounter figuring out how to do that.
The sniper, on the other hand, just sits there and shoots from a long range, and has enough sight to see threats coming to counter it. |
Every semi decent player might not always want to have to use guards. Dictating what everyone puts in their commander lineup is not an answer to a problem, it's just a crutch.
Secondly, one game where an opponent completely misplays and lets the M3 run rampant is only an indicator that the unit is useful, as I already said that it was in the very early game. But it's not an indicator of long term usefulness overall.
Compared to the countless other games where M3s barely survive the initial purchase of them to get around initial MGs and push the assault. The only time they stick around is when the German player makes a series of big mistakes. Case in point, Andy gets a flame HT instead of a scout car to hunt down the M3s causing him so much trouble. |
Not an option, because not all commanders have guards.
Especially so as the pool of commanders grows.
I'm trying to think of a building 1-2 unit that just doesn't scale anywhere past the very early game.
Snipers are snipers. Penal Troops are at least useful infantry.
HMGs can still always suppress infantry. AT Guns and Mortars do their thing.
I'm also trying to think of a German equivalent that doesn't scale at least into early-mid.
Meanwhile, M3s, you just never see them outside the very early game where they're used, quite effectively, to get around early MGs and bunkers.
Everything kills them, even small arms. Even for their cheap cost they're so fragile you spend so much time microing them just to keep them around. |
Soviets have their own form of bleed, a lot of that comes from direct fire since everything Soviet is more vulnerable to direct fire.
That said, I really don't see any need to buff the T-34/76 any more, at least not without increasing its cost significantly.
It's something just cheap enough to run a pack, with low enough of a manpower cost that you can afford units to support it. I just think that support is a teeny bit lacking, especially so if you don't build certain buildings. Going building 1 means you can't go with T-34s since you don't have an AT gun. |
They showed this in the livestream, it's fair game at that point.
I didn't realize he had clicked on the 3 star unit, otherwise I would have gone frame hunting for it. Glad to see you caught it.
The commissars were actually spotted via some modders digging through the code earlier.
Sector overwatch is a bit like sector artillery, except it's centered around a point instead of a territory. Seems to operate a lot like sector arty, although less accurate.
The double flamethrower German unit was also found by modders. There's a post somewhere out there that shows off a bunch of stuff. |