This is mostly focused on team games, my core expertise.
1. Increase the reliability of off-maps. They should consistently hit the center target at least once during the call-in. For example, 240mm barrage should hit the smoke-point with at least 1 shot.
2. Remove consistent target off-map call-ins from Heavy Tank and Howitzer doctrines. Heavy Tanks are soft-countered by Howitzers, and Howitzers should not hard counter other Howitzers, that may include removing Counter Barrage from leFH, normalizing howitzers. RA and Infantry may need to lose their consistent off-maps, but SPH are a different beast from fixed howitzers.
3. Move the last non-heavy-tank call-in vehicles to buildable. Heavy tank timings are easily broadcast and not generally used to counter active changes to the field, compared to emergency Valentine etc.
4. All team-game oriented commanders require AT, aggressive blob control, team weapon control, and scouting or consistent off-map. Current top-tier commanders do all of them. Elephant, Jadgtiger, and ISU commanders do all of the above, USF Urban Assault does all but the consistent off-map, UKF... doesn't really, instead crutching on super efficient Comets/Crocs, uncounterable flares, and large IS contingents. Proper non-IS blob control would allow double bren IS to be toned down. HMGs die before suppressing large blobs.
Ensuring more commanders have equal amounts of these core tools would really open up the Team meta.
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#Steam AliasWL%Streak
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