I felt that 390 for the commando to spawn almost anywhere on the map with a reinforce glider seems to be a little too strong, it could be less effective against OKW with the flak HQ but against Osteer it would be overwhelming.
I believe an increase of price for the commando to maybe price like 440 like the OKW's Falshiemjager would be a reasonable changes as the glider can also serve as a forward reinforce point |
Funny enough is one of the ability thats really tricky to use, especially if your vehicle die horribly on an accident making it hard to utilize the commander's ability.
I'm guessing relic will have to rethink how to allow player to not get heavily punish when in use of the commander |
My fellow English reader ... whats with the sudden invade of Korean forum spam? |
Bait much? |
I mean why you even wasted your time to create those maps not why you wasted time to create the thread.
It doesn't make much sense to create something when the developer with fuck it in the end like he always did since 2013.
... cause people still enjoy playing this game a lot till this day? |
On 2v2 where i got double team while my random mate's side is silent, been hold out for 20 min while pinning and told him to move into the mid and flank.
He told me to chill while massing his Sherman. Only until i got push to my base, with no army left on the field, then only he start moving his tank and killed 1 KT, and then he go "Look, we can do it". A that moment i got completely dumb folded and i just spam surrender. And i didn't leave any more comment after what he did. |
Accidently killed my vet 3 Pershing with my double mine from a crucial 4v4 fight ... from an enemy mortar ... and then lost the whole match cause thats the only tank that hold the allied ground ... between tigers and panthers. |
I think this can be a worthy cast, a terrible start as a USF against double okw on my end which slowly turns it's table around with nades and zooks. With the late game pushing in to destroy all the heavy tanks.
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I've can give you a few tips on what needs to be placed and the motive behind these open space.
1. What do you want to primary focus these open space on? Infantry heavy with mortar, mg placement before tanks and arty flatten the area or bit maze like area that tanks can only move on certain lain?
2. What is the theme of the map? Is it like 4v4's City 17's West fuel area where there's a huge open patch that primary able to control from mg and mortar? Or 2v2 Crossing in the Wood's open river area with negative cover, hiding behind with mortar emplacement to control the area? Or just with fence and farming tools placing around the munition area like Hamlet map?
If you can get these in with what sort of theme and what is the focus on the battle on your map, you can slowly play around with a set amount of asset tools to put it in. |
I think the USF was doing ok with some bits of nerf and buff needed like the M8A1 Motar need some nerf cause i dominate players a little too much and the M36 Jackson dies a little too fast (Which i hope the next patch can implement)
I have a somewhat balance W/L ratio for my USF with my Win slowly climbing up, but i would say that the USF is actually good as it is with vehicle require tweaking. |