Well yeah. But "There is other cancer so let's add more" isn't exactly a good idea for a good game experience. If anything I'm hopeful that the next commander revamp will take out some of the commanders with overly strong combos and smooth out the power curve a little.
None of the suggestions in this thread would make AE an OP commander. Counter barrage is garbage most of the time. There's only a few that are obvious go-to's in 4v4's. Mechanized support already got its nerf in the coming patch. Jaeger armor should've but didn't. Everything else gives up advanced tanks for arty. |
The game strikes a good balance between micro and macro. I like it better than MOW2 that has too much micro and Steel Division which is more macro, but much slower paced and not as fun.
There really isn't any great competitors to it.
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Getting rid of all counter-battery and call in flare abilities would improve the balance of team games immensely.
Would love to see the 25pdr as a buildable unit.
Or maybe a 'weaker' version of the 17pdr thats just a reskinned Pak43.
I dunno, just something that adds variety to emplacements rather than the current setup.
Flares should be drastically reduced in duration, to something more like a recon pass because they can't be countered. Recon loiters are okay because they at least have counters.
I agree with removing counter-battery from the LEFH. It normally wins against the ML20 and then starts wrecking everything else. It becomes as set-and-forget source of damage that most of the community is against. I'd like it replaced with long range smoke for the games when I don't have a mortar.
A stand fast ability would also be okay, but I think it should cost munitions instead of MP, like other arty abilities. |
Yes, I was thinking about giving CB to 25 pounder emplacement, but I'm a bit unsure about that, considering the 25 pounder, being an emplacement, would be still more durable than other static arty pieces.
Another thing to consider is wether 25 pounder would have brace or not. Personally I would say it should with the tradeoff of having shorter range than lefH, this would force players to build it closer to the frontline, thus making it a bit easier to counter.
And yes, I agree with the buff upgrade removal.
I don't think a 25 pounder should have brace. It would be nearly impossible to kill and would instantly be contentious. Imagine barrage, brace, barrage, brace, barrage, brace....wait for sound of Stuka, brace....... Doesn't sound like a good idea. |
I honestly don't know if he's talking about the MG34 or 42. Because he mentions you can build it immediately, which only applies to the 42. He also mentions counter barrage which is mostly an OST ability.
Honestly this thread is doing better than I expected.
Helps if you set the bar low  |
Precision Barrage is indeed quite strong, but also quite expensive, imo having it and a 25 pounder in the same doctrine wouldn't be that strong, needs testing. Thing is, I wouldn't remove that ability entirely from the game, so if it's deemed strong in this doctrine then it should be moved to an another.
Similarly wehrmacht's Storm doctrine has both a Lefh and stuka bomb, along with a recon option.
I like the command vehicle idea too, imo the Valentine tank would be a good fit if its concentrated barrage ability could work on 25 pounder emplacements too, similar to ostheer arty's officer's ability with LefHs.
Give counterbarrage to the 25 pounder, that way it could be countered. Also, the Valentine would be a good alternative to the command vehicle.
Eliminating the buff to emplacements would make it easier to balance them. The normal ones seem pretty weak. Even the upgraded ones go down quickly to LEIGs and MHT's. |
The commander has Precision barrage already whixch is really strong. It makes no sense to give him a second ability of the same kind which is just a little bit weaker and cheaper. UKF needs onmap artillery the most, so remove emplacement buff ability and CB. Give him an onmap artillery piece and something like Designate Command Vehicle and it is okay.
I like the idea of removing counterbattery and emplacement buff and replacing them with an on-map25 pounder and a command vehicle.
The pop cap for the bofors needs to be adjusted. Having it set at 10 is too high for something that is immobile. It's also difficult to make them worthwhile. Too far forward and they're easily destroyed. Too far back and they do nothing. |
yeah, thanks to the axis crybabbies that commander is useless now.
And it wasn't even that good back in the day, I used to beat simcity all the time with no problems, it was just annoying to play vs that style, not hard.
People whined because it usually took about 45 minutes to win, and just felt like a grind. It wasn't a very good commander for a competitive match.
I use it sometimes now, but only because the off-map is the most efficient that UKF has. Also, building repair sometimes means I can substitute an IS for an engineer.
Given that the counter battery has some cost now, it would be useful in breaking up arty wars if it had some range. Also, given that the commander has no arty, it wouldn't be bad to give it a buff. |
Once upon a time UKF CB was full map range and a toggle. Its nerfed to 250 range smd a timed ability, which mostly breaks it. Cancer commander was knee capped for good reason.
Isn't it down to 160? On 4v4's, it barely gets to the nearest VP, so it only is useful if you're base-pinned and going to lose anyway. |
Ah I see. I finish the game by beating my opponent with a sheer number advantage that I gained by being successful in the early and mid game.
How foolish of me to complain about an artificial mechanic that limits me from turning the advantage I gained in the early and mid game into a force that can overpower my opponent through sheer numbers.
So far, the best response to this dilemma belongs to El Chino. Unless you play UKF a lot, pop cap isn't much of an issue. If you play Ost, just build a muni cache and a lot of bunkers. If you play Soviet, your opponent has no business sticking around if you already beat him/her with 6-man cons.
It would be fun if there was an extended 4v4 matchup with higher mp income and higher pop cap, but that would have to be another game mode. However, I'd bet that when the game was released that a higher unit count would've made the game unplayable hence the current limits. |