Just tried the revamped mech commander, and damn… best decision ever
Particularly these old-new beast really exceeded my expectations
The thing is, I only got to enjoy raping infantry and also some OKW HQ buildings (which last like twenty seconds against a pair of vetted 76s), since the opponent decided to stall for a KT (So it aint really a surprise that he lost)
So the question is, how good they are against panzers and panthers (armor and penetration wise, guess the overall DPS is likely gonna be huge given the rate of fire)
And in which situation should one NOT get these things?
+1 the counter group zeal as suggested many times
(Obviously disabled around medic stations, FHQs, reinforement HTs, HQs and so on
Alternatively increase the AoE of all MGs suppression and also give them AoE damage
(Notice that well used 42s actually suppress the whole blob with first burst if RNG doesnt screw you over, but all others struggle big time)
P.S. while blobs arent as crazy as before, theyre not balanced and not a strat that should work...
I wish they would make them dedicated scouts, who just have an ability to snipe someone for an ammo fee
Of course, that could make MGs and defensive playstyles and elite units a bit OP
At the very least, they should make LVs actually able to counter them
I believe they had already released at least two patches with LV buffs against snipers, yet theyre still pretty useles against them
BTW I say this as someone who heavily relies on snipers every time I play Sov, Wehr, or Brits
There should be a final version of the patchnotes, when the patch goes live.
Reason for why its not on Monday: Because giving the chance to recast the other series from the 2vs2 cup.
Well, thats actually a good reason
Thought they have problems as usuall