Surprisingly great for an Hollywood effort and a must for any WWII afficiando. Grim, dirty and relentless, but you would have to just disregard the ridiculousness of that final scene. At best you can view that scene as some poetic metaphor - breaks totally with the attempts at realism in the rest of the film.
It's really laughable, the faction with the heaviest tanks and sickest armor gets the fastest repair speed + an HQ with 'free' engineers for repairing.
Dang..
Exactly, it is this synergy that makes the late game too unbalanced and boring. One of the two factors, yes, both together...no. The monster tanks will never go away as they are too "cool", so the easiest to fix is the repair truck.
On the face of it, is fixing 4v4 that hard? If 1x1 is supposed to be perfectly balanced, why not just apply a % reduction to resource income in the bigger game modes. Ie 2x2 10%, 3x3 20%, 4x4 30% or similar. Of course that will not fix every issue, but at least it makes the game more like 1x1 in timing. Anyways the early/middle game is more interesting than heavy tank spam so why not spend more time getting there?
- Add a light mortar more in the lieutenant building :
Production/reinforce cost: 230/20 manpower
Population cap: 5
Abilities:
Basic auto-firing -free
Fire smoke barrage - 5 mun.
Hold fire - free
vet 1 -10% setup time;
Vet 2 -15% Scatter -30% Ability Recharge;
Vet 3 +25% Range;
- Lower the captain's building fuel requirement at 65, but increase it's manpower cost at 240;
-Lower the Major's building fuel requirement at 75 but increase it's manpower cost at 270.
-Reduce the time the Sherman need to switch ammo type by 25%.
-Add Call CAP to Major instead of call air recon for 100 mun/120 secs cooldown : Will prevent one air attack or cancel one enemy recon. Last 30 sec. in both case. It must be called before an enemy raid to prevent it, but maybe called during a air recon to cancel it.).
-Add Call air recon to Captain at the same previous cost.