Oupsi, I haven't understand your sarcasm, I must apologize.
However the commander still don't have "raw-power" ability aside CTP and at some extend, stormtroops, which makes it a non-meta commander in high elo. Taking it is renoncing to a lot of other usefull stuff (Heavy tank, LefH ect...) and result in a gamble: if you are not able to CTP, then your commander choice will impact your whole team.
Its all good friend.
Its like that though for many commanders. If the enemy is equipped to counter say a big arty. You pooched yourself. At least ost can make up those muni elsewhere. Plus CTP barrages Frontline sectors with mortars iirc so even if not cost effective you might still get use out of it even if you don't manage an actual cut off. Another thing, it doesn't HAVE to be the whole front. You can slice off more manageable sectors that are strong points if need be and rain hell on those. Less reward but and less risk but still the same full undiluted fuck you |
If M3 didn't caused any problems here, I can't see how earlier M5 would.
M5 is bullet proof and the M3 isn't though correct? (are you talking usf/ukf HT or m3a1?) either way shocks in a HT rolling around too soon would not be a good move for balance. |
No to T3 change, it would only buff the quad AA which is already amazing.
Rocket strafe change is interesting, I don’t mind it actually.
Hell no to tellers change.
Grenadiers should get free medkits in T4, not aoe like ukf ones. Ukf doesn’t have 251 to reinforce and heal.
Valentine should have its mobility reduced.
AA package could be locked behind the 2nd portion of t3. Might be nice to see the HT rolling around. That said high impact elite infantry riding dirty might prove problematic... |
You are the one who hadn't read the thread.
The whole ability is obvious to counter and the commander itself is useless aside the ability. So crushing noobs doesn't make it a balance issue, otherwise blobs/mines/bofor ect... should be remove from the game.
CONCLUSION: A noob is meant to lose, this is how we learn to play, and something a noob lose against isn't a balance issue.
Maybe Google sarcasm. I know it doesn't translate well in text but I don't think I was being terribly subtle....
I disagree however that the commander is useless without CTP. CTP is the icing on the cake. Storms are really good, and being able to get blitzkrieg on your vehicles that also caps territory is awesome. Break supply line, while less flexible than a stuka nuka, it can be used in the fog of war on points and costs less meaning you can be an absolute pain in the ass. Not everything has to be about raw killing power. The commander is fun, off meta, because it requires actual effort to get the most out of but it's a far cry from bad. |
u mean the vet 1 ? or the bunker than can be built by green too ?
sandbags are there cause u can't put them on green, i u want they can be removed from cons and put on CE 
they have worse dos than RE and can't go to 5 men, UKF just got a non doc CQC cause they did not have good CQC but by ur logic RE would have been enough
Does it matter why it's there? It IS there and it's undisputable. Pios can build sand bags. CE Can not. Pios can do a utility job CE can't. Just like pios can scout and CE can't or pios can heal themselves and other units and CE can't. Or pios can build bunkers and CE can't. These are all utility tasks that pios can do and CE can't. CE can fight AT RANGE better and pios can fight up close better.
Re come later and there was no panzergrens unit to transition into. Furthermore I think bolster is shit designed BUT sappers were designed with it in mind. Ukf lacked nondoc assault infantry, ost does not and anyways that is entirely irrelevant to the "they cost more and are worse than CE discussion some people have cooked up. Pios are well costed to what they can do as they are packed with NONCOMBAT ability as well as being combat capable if used well. CE have the DPS of 2/3 a con squad and...trip flares? |
You're right, its just no one expects CTP, I've never actually seen it used.
Havnt you been filling the thread? It happens frequently and not just frequently but often enough there's 4 players using it at the same time against noobs. That's why it needs changed! |
Partisan commander isn't under used because partisans are UP. It's underused because there are commanders that give you more. The only way you are ever going to get partisans to be picked over something like Mark target+call in armour or off map is by breaking partisans. This is a clear example of power creep trying to make a totally balanced infiltration shock squad without the armour (if anyone remembers, we actually had that and *gasp* it was broken OP)
The partisan commander is fine. It's focused, with great abilities that symergize and represent a specific but diverse playstyle. The soviet core is strong enough that picking an off beat commander like this is actually possible. Toning down some of the super strong soviet commanders will make it even more viable by not being over shadowed with OP unit combinations |
comparing demos with the tellers lol
CEs can win with any mainline besides riflemen or at least bleed them quite hardly, the only utility as fighiting unit pios have is killing CEs and cons at very close distances in very limited situations in early game
the only thing they have is just vision, still they should have some combat use or not be as expensive
Vision and healing. And sandbags. And close range DPS enough that they are an immediate threat to a weapon team they get up to. Assymetric balance has the CE easier to generate combat value from but less potential and less utility. 30mp is more than fair for the disparity. |
No, what I'm saying is that setting off the ability in 4vs4 AT is very easy and not some genius 4D chess move like you seem to be arguing. It's literally 8 clicks between 4 players (as in 2 clicks per player) to set it off with the right commander combination, even with the caches on cutoffs and assuming the enemy perfectly figures out your strat and responds accordingly, the best you can do is cancel it early by capping the point back. Assuming of course that the enemy team knows whats going on in the first place, because you can try being extra sneaky and never show them storms etc. so they can only guess if they have CTP to worry about or not.
I'm not even arguing for the ability to be nerfed, I'm just giving instructions on how to cheese your enemy with it and how easy it is XD.
So step 1 is have a 4 man pre-made and coordinate against another 4 players who are incapable of defending 2 points. This Def sounds like it needs looking into |
Thats why I said "fun cheese", anyway is it though? I'd say destroying 4 armies is worth it (most of the time it's a win button)
Why not? it's somewhat easy and quick to do. Redball only needs 2 points to cutoff the entire frontline, and there are 4 players, there's even a nice house right next to one of the cutoffs from with your storms can spawn.
You just have to get a little creative. Caches won't help much, they'll just delay things a bit 
So what you see saying is you literally have to defend one of 2 spots and the ability will do nothing... But you don't want to so the ability punishes that....
The smallest amount of effort and toy won't lose 4 armies worth of units plain and simple. It's as counterable as can be. 250mp across 4 players isn't too much to ask... |