Forward HQ ability for the new Soviet commander.
Turns a building into a Forward Headquarters. The building gets medics around it (I forget how many) that heal infantry, makes the building so it can't be entered by enemy troops, reinforce point, and has a gigantic stats bonus for friendly infantry around it literally doubling the damage and armor of friendly infantry and weapon teams in range.
Apparently there's also a huge bug where to make additional HQs it costs nothing. That has to be a bug. |
Yep, catch 22. They need to show the game can bring in income for Sega to allot money and time for Relic to fix it.
It is looking like people are just buying the new commanders anyway, and I think the Case Blue ToW DLC will sell as well since co-op and SP content sells well for Relic games. |
You can counter Nullist pretty much by throwing everything he says back in his face as every snide remark he says pretty much applies to himself as well.
T-34s, I think, will be fine in their current position so long as the Soviet AT frontline stabilizes. Tone down the German tank's anti-infantry buffs so that the new weaker infantry AT grenades aren't so easily driven away by just tanks, and aren't so costly to deploy.
Also the responsiveness of AT guns needs working as well. Fix these issues and the T-34 can stay where it is. |
Anyone have the numbers for speed.
Let's be frank here. If the numbers are such that the SU-85 is slower than the Panther, then this is just a single case bug, and bugs get fixed.
Anyone complaining about the reverse or speeds across all games is just being silly. |
Best just to ignore those posts. Even Nullist here cleaned up his act, I guess he can too.
There is an issue of the Soviet tier split.
Going with the T-34 as your primary tank will inevitably force you to use them in direct confrontation with German tanks. This is because the current meta rewards a lot of tank building.
What's more there will be the inevitable confrontation with German heavies, or the medium-heavy Panther, all of which have had infantry AT reduced in effectiveness against. The T-34 doesn't scale, and doesn't guarantee control.
AT Guns just don't cut it either. There's just too much right now that deals with AT guns, one of which is to just drive past them, especially so with the input lag issues.
I'm fine with the T-34 being purposed as a flanker, but it that doesn't erase the need for something that can operate on the front line, especially since german tanks do have much higher infantry killing power.
This can lead to a downward spiral of having to build more and more T-34s to hold the front, even if they weren't intended. Or risk losing time and resources going for the 4th building.
A t-34 flanking is no guarantee of a kill, even catching a P4 out via flank means little, especially if smoke launchers is available. Reverse the situation and a P4 catching a T-34 from the front or flank usually means a dead T-34.
Even the vaunted Ram is at best, a trade tank for tank, or at worst, a temporarily broken gun and a dead T-34. Again, it can lead to a downward spiral. |
I've actually captured and fully repaired an Elephant. Unfortunately, my opponent just built another one, and a panther.
Apparently, the Elephant can't really do much to either tank, it's wholly balanced to kill Soviet stuff with armor no higher than the SU-85. Then again, that was before the latest round of changes.
Even as a primarily Soviet player, I still see the need for modifications to the PaK43 to make it more viable. It takes some effort to decrew, but once you know its location, it'll keep going down until destroyed, especially now that Soviets have more access to Recon Planes.
However, this does mean that the Pak43 does have to be built back a bit. You have to pick and choose where you'll place it. Germans already have a lot of good AT in their tanks, and decent defensive ability despite the MG42's rebalance. I don't want to see it directly buffed, but I do want to see it more usable. |
Check to make sure it wasn't on a road. Roads give a movement speed bonus. |
I'm skeptical as anyone else, but I'd like to point out that these commanders still have just 5 abilities, most have 2-3 abilities we've seen before.
All abilities have costs.
There is going to be the initial period of learning to use, and play against, these new abilities. And I'm sure there's going to be the usual whiners.
But I'm willing to give it a fair shot of playing without. |
Yep, no one gets it free.
Again, I'll wait a week to a month to see if Relic stays true to their word on balancing the game for everyone. If so, I buy to support, otherwise.
Having a balance patch as part of this update will go a long way to showing their commitment to that. |
I'm just waiting to see if these new things also come with balance changes for the game overall. If they show a continued willingness to balance all modes of the game, then I'll be willing to purchase DLC to support the game.
These new commanders have interesting abilities, but they trade away other abilities. So I'm fine with it.
Early assault grens have me worried, but hey, I still have the Maxim.  |