5. VP tick rate forcing players to keep field presence for the entire game and therefore punishing dynamic attacking gameplay (keep 3-0 vp tick rate, slow down 2-1 VP tickrate)
I am just trying to understand the whole thread idea. And I want to give Relic as much latitude as possible.
It seems as though the forward reinforce is in response to the faster tick rate. You cant retreat your army as often and still win games. You need forward reinforce.
And faster games means people can queue into games faster, etc. So in theory, the Relic design has good intentions. Maybe even makes sense. They could even be rewarded for trying something new.
Since they have not fixed the VP rate yet, this could be when John says "we want to let things cook a little and see how they play out". Maybe they are thinking about it, but waiting.
If this is the situation, and not that Relic is "dumbing down the game" for console players, some of these ideas seem pretty good to me. Hopefully relics "waiting" is not "we want to see how it plays out on console before fixing it". Because, that could be a long time from now. And I have the weird suspicion Relic knew blob wars would be the meta. Which leads me to think nothing is fixed until after the console release.
The slower Time To Kill (TTK) also helps units fall back from fights. To me this is a good idea to keep units on the front lines. I also like slower TTK so that bad internet is not the deciding factor. Top players are not happy about it, since, it negates cover and units are not punished when a superior play happens.
I like the ideas of:
- No auto reinforce on forward trucks.
- Slowed Reinforce in combat.
- No reinforce unless in owned territory.
And would also like to see:
- Inf suppressing after MG suppression like in Coh2. This rewards good micro on the MG and support infantry.
- Larger AOE for tanks, mortars, etc or more anti blob arty like Katy, Werfers, etc. This could help weaken blob health and your support infantry can pick off the weaker units, thereby punishing blobbing.
- Units taking more damage when retreating (as opposed to falling back).
Having the reinforce slowed and behind the lines would also encourage each player to have an MG to cover their ambulance. Again reinforcing strategy and forethought as opposed to blind zerg tactics. Push your units up to fight then draw them back under MG support to heal and attack again.
In time the TTK issue needs adjusted. I fear it would take Relic months to adjust all of the damage profiles, etc. So I dont expect to see it soon.