Call-ins are a big problem for sure since they are always more economically viable to go for, making the "normal" tech route weaker in comparison (because in competitive matches, every unit/resource counts).
The biggest problem, for me, is the light-vech meta. The meta demands you rush out a light vech or get crushed. Why? Well, light vechs do quite a few roles:
1.) They control the battlefield - with the mobility of light vechs, they can easily zip across the battlefield and control any harassing/solo capping unit. Because this can often end up in a wiped squad for the receiving player, it's generally better to concentrate 100% of your forces to 1 area just at the threat of a light vech and to play more effeciently since that 1 capping squad will no longer be viable.
2.) They deal a lot of anti-infantry damage - this mostly pertains to the T70 and the Stuart - the luchs and AEC deal some AI damage, but are not as big as offenders as the former. Because of this, it can often be useful to keep these units on the back line and plink away with a rapid fire rate at infantry lines and deal significant damage before return fire can even be attempted by AT guns. So light vechs also act as a mobile gun platform meant to mow down infantry.
3.) Utility vs vehicles - Most light vechs have some penetrations vs other tanks - making dedicated tank destroyers like the puma even weaker vs it's intended unit to counter. As such, not only do T70, Stuart, and AEC have pretty good infantry-killing abilities, but can also go toe-to-toe with other vehicles (even medium tanks).
IMO, smart light-vech design should have their roles limited to harassing units or a fragile mobile gun (like the flak halftrack for OKW is now). They should not fill all 3 of these categories at their cost.
What does this mean?
Well, it means T70, if it wants to keep its movement, repair, and ability to help penetrate tanks, should not be dealing significant damage to infantry (something more like the AEC). It should be a unit that can eventually force off a squad, but not force an instant retreat from the other play and punish him very hard if there's not AT nearby (why solo units suck vs Allies).
Light-vechs, as they are now, are a no-brainer, anti-everything unit making them an easy choice to put into any strategy.
Additionally, they promote lazy, non-competitive gameplay as their rapid rate of fire means they can easily A-move around the field and score a lot of kills with the click of the button. This is in contrast to infantry micro, which requires smart positioning and unit pairings (i.e. Gren at long range vs conscripts) to play effectively. Light vechs like the T70 and Stuart generally dominate the field at first sight.
|
which would basically mean turning the stuart and t70 into puma clone. the only purpose of light vehicles would be to fight each other.
Then make their AT capabilities far less - atm, a t70 and a Stuart, and a AEC can duel a Puma quite well, and that's not acceptable to the 1v1 balance.
IMO, OKW light vechs fit the light vech role as intended - fast, harassing vehicles that can (eventually) force off attacking infantry and have utility vs most squads.
Allied light vechs break this role - they are your go-to mobile gun platform built to wipe infantry off the map with an intense squad-wipe potential for both retreating and non-retreating units. |