Relic Automatch ftw. It does this sometimes which I think may be a bug as I was surprised we got a game so quickly and it wasn't vs top 500s.
Kudos to not dropping instantly after seeing our names. Most rank 1000s usually leave without trying during the loading screen.
It's not a bug actually. After 8m0s, the matchmaker will dump you into a complete random match if it didnt find a better/more balanced matchup during these 8 minutes. So a rank 1 can play vs a rank 5000 at this point, even if one of the 2 sides searched for super short time only and assumed "wow this must be a balanced match then". And if it was not the low rank player that searched already for 8 minutes, then it was you who searched for so long already.
Edit:
Nvm I see you both said that you searched very shortly, so it makes no sense
Working on some updates to Alliance of defiance now with some updates, gime some feedback boys!
Is it possible to increase the width of the map by a little bit, maybe by 10-20% or so? So basically that there is 2 new paths/sections on this map.
1 at the north (then the north fuel house can get flanked from all 4 sides).
And 1 at south of course, so you have more ways to play around the southern urban section.
So basically the new sections would look like this (BLUE).
I personally also think that the city on the south fuel plays like crap because of all the tall sight- and shotblocking walls (RED)
It makes AT guns super awful to use and CQC units broken on this side of the map. Maybe remove or replace them with something better
On paper it looks great, even giving T34s more tool to use them for flanking. The problem is:
-Can it be made in a mod by anyone in the community?
-Wouldn't it be ez to cheese it to crush infantry units?
-I think we still currently have problems when ram impacts support weapons.
I don't know if we can have localised criticals, meaning that frontal side could be linked to main gun crit and rear side to engine damage. So i guess we remove that from the equation as well.
Changes to current ram:
-Remove chances of main gun destroy and heavy engine damage leaving only engine dmg as permanent possible crit.
Now here comes the part that if you increase consistency, you need to give a bit of counterplay and reduce effectiveness of the ability. Throwing some ideas into the mix.
Targeted vehicle:
-Same rules as other snares applies. The vehicle needs to be under 75% for the critical to apply. While the ability deals 160dmg, it's enough for mediums but requires more dmg on premium mediums and heavies.
-Reduce crew shock to 2s from 5s.
-Unit get's a 50% speed and turn debuff for 10s. Main gun is disabled for 10s.
This will always apply whether the ram is effective or not.
T34:
-Increase self damage received to 320dmg. Damage done to enemy vehicle remains the same at 160dmg.
-Option A: Crew shock time increased to 30s. It only receives engine damage and main gun destroyed.
-Option B: Crew shock time increased to 10s. It only receives heavy engine damage.
-Can't be used with any type of engine damage.
My suggestion would be:
Make the ability the vet 1 ability of the unit.
Rename it to "ramming speed"
Ability is now a skill shot increasing speed for duration
Make effects scale with veterancy
wouldnt people just abuse this to get cheesy squad wipes by running them over?
This ability is too random. Sometimes the t34 ram is completely underwhelming and it was totally not worth it to lose a t34 for it... for example if you only get the crew shock crit in a moment where an engine damage would have been 10x more useful.
And then sometimes the ability is completely broken and cheesy. I am mainly talking about the ability of a soviet player to delete a full health (super)heavy tank if he is lucky to get crew shock crit and then uses IL2 bomb strike with 0 chance to do anything about it (other than not getting rammed 4Head).
And a few days ago my KT got a heavy engine damage... means the tank was dead af. I didnt even know you still can get heavy engine dmg from this.
But ofc I know that the soviet player is basically losing a t34... so the ability should do something and be viable.
I personally think the very best solution would be to add a 100% chance for normal engine damage + vision glass block damage crit or however it's called, but remove all the other crits.... no more crew shock, no heavy eng. dmg.
In this way the ability is viable and consistent but without the "you cant do anything to save your tank now" cheese. With normal engine dmg you can still destroy heavy tanks with IL2 bomb but now the axis player at least has the chance to dodge some of the bombs.
Oh, and pls finally fix the bug where T34s with engine damage can still use the ram ability. I remember it not being possible some years ago and I dunno how and when this bug sneaked into the game.