you guys, tiger ace is your last chance, for example. you have 7 CP enemy and you annihilated each other. Enemy left 4-5 units, you had nothing. Then comes the final boss.
First, this is a competitive multiplayer game, there should not be a final boss in the first place. Boss fights belong in the campaign.
Second, the tiger ace can not only be used as a 'last chance' when losing a game. A game can be perfectly even, with both players spending all their resources, and both having an equal army, and then the germans have the option to end the game in 1 push with a free super tank.
In a game between two equally matched players, the player with the tiger ace wins. I have only been able to kill the tiger ace when my opponent played much worse than I did. In games where me and my opponent were matched evenly against each other, the game ended at the 7cp mark because he got a free super heavy tank. |
Admits all the complaining about p2w commanders, I would like to take a moment to thank Relic for doing an excellent job on the Partisan Tactics commander. The Partisan Tactics commander has a clear theme of using espionage and sabotage to gain victory, rather than relying on the might of Soviet heavy armor and artillery. The strengths and weaknesses of the commander are very nicely balanced and the commander allows for some nice novel play styles.
Having said that, I feel the Partisans could use a little extra to enhance their role as saboteurs and behind-the-lines ambush units. Currently, after their initial deployment, they will soon join the main army, where they don't really have much of a role. Therefore, I have a few ideas to enhance their utility for their designed roles.
First, the partisans, masters of sabotage, lack the ability to place demo charges. I feel like the demo charge fits the partisans theme extremely well, and it's a bit of a shame that they have no access to them. Second, partisans knew the lay of the land, and would know which places were best suited for ambushing unsuspecting German units from good hiding spots. This is already represented in-game by the deployment mechanism, but I feel this theme could be enhanced by giving the partisans the ability to use ambush camouflage. These abilities could either be given for free from the get-go, be unlocked via veterancy, or be bought with munitions upgrades.
What are your thoughts for these ideas?
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The only way to beat this commander is to use the paid soviet industry commander which is even more broken (4 minute T70 in 1v1).
There are 2 ways actually:
1) Play against a german player 3000-5000 ranks below you. You can kill the tiger ace if you have 80 army supply and he only has 10 before he calls in the tiger ace.
2) Drop 4 bucks to buy the p2w OP soviet industry commander. |
There's also the scenario where a lucky mine or demo or ability sinks the tiger
Rammed in the butt and loses main gun
Lost on a bridge
Gets critical engine damage
And then game was lost on that 1 click on the ace
Not only for 1 player
but for all of them
There is no all of them in 1v1, just one player vs another player.
Bridge kills and ice should be ignored when discussing balance issues. Half the maps don't even have ice and the 1v1 pool has 1 map with a bridge.
Getting a rear ram on the tiger ace can disable it sure, it requires a large bit of luck an tactical skill, but it can happen. You are however still faced with the rest of the German army and you are now 1 tank short. Remember this is not like a normal tiger, who have less supporting units because it's expensive. This tiger ace is free so for nearly every T34 on the field there is a PIV or a stugIII aswell.
A heavy damage crit has about a 2% chance of happening with an AT nade if you factor in penetration. Mines have a bit more chance but require your opponent to make the noobish mistake of not getting mine sweepers when they call in the tiger ace. And still, even if you get so lucky, it still only buys you a few minutes, maybe enough for 1 other tank; not enough to counter the tiger ace and the army behind it.
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10 munitions, with a bit more killing power than the flare trip mine (they often get 0 kills) would be oké I think. |
The Partisan commander seems balanced at least.
Quick question, what does the munitions upgrade for the partisans do exactly? |
The essence of the Tiger Ace
If you see a tiger ace, get snipers and AT guns/SU-85s immediately.
Snipers can not only spot, they also kill infantry, so if you kill all of his pioneers, he'll find that he can't repair his tiger ace, and it will be doomed.
Also, the SU-85 does outrange the tiger so retreating your SU-85 all the time tends to work.
The essence of the tiger ace is - if you don't win immediately, you lose the whole game. Snipers will end up bleeding you out on MP if you don't win in, say, 5 minutes.
The tiger ace is not alone, the tiger ace is free so for every SU85 you have on the field, there is a P4 for the Germans. Just "get snipers and AT guns/SU-85s" does not work, just to get one of each is 1000mp and 115 feul, which takes 5 minutes to get, more if you suffer losses and need to reinforce. It takes the German army a minute to waltz across a 1v1 map, kill your army and than proceed to kill your base.
The only way to kill the tiger ace is when you are a vastly superior player and have managed to cripple the German player before he can call in the tiger ace. There are no timings to exploit, no resource advantage to abuse. Either you already have 4 tanks and he has none, or you lose.
The essence of the tiger ace is that it has a broken design. You can't have a balanced game where one player needs to destroy the other player before 7CP or lose because of a free call-in. Other heavy tanks are balanced by the fact that you need to save up a lot of resources before you can call them in, which gives an equally skilled opponent something to exploit. The tiger ace does not.
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The tiger ace breaks 1v1. If a player wants to call in a heavy tank like a IS-2, Tiger, Elephant or ISU-152, he will need to save up resources. This means that his opponent can outnumber him with tanks before the heavy tank hits the field. In an even match, this will result in the player saving for the heavy tank getting pushed back a little into a defensive position. Depending on how well the opponent uses his armored advantage prior to the arrival of the heavy tank, he can then either deal with it or take heavy losses from the heavy tank.
The tiger ace is different. A game can be perfectly even, with both players having roughly the same infantry and tank count, and then suddenly a free (super) heavy tank hits the field for one player. The only way to deal with this tank is by having superior numbers, but that does not apply here because there is no magical way for Soviets (bar 1 p2w soviet commander) to outnumber the Germans in an even match. |
The doctrine is fine except for the tiger ace. Normally, you need to save up a lot of resources to call in heavy tanks, leaving you vulnerable to medium tanks which can easily put you behind if used correctly. The tiger ace can be called in for free, which means that you can get medium tanks of your own and thus you will never be put behind against an equally matched opponent. Then, suddenly, what was first an equal game turns into a slaughter fest because the Germans can call in a super tank for free and kill you in 1 attack. In short, it's an I win button against an opponent of equal skill. |