I was hardly playing the last weeks and when I do I see at least one terror player in every axis team.
It happens also very often that there are more terror players in one single team. I even had a 3vs3 against 3 terror players.
I would not have such a big problem with that fact but I see the following happening waaaay to often.
Average terror player "tactic":
Code: Select all
function TerrorTactic {
play extremely defensively at the beginning - double sniper and mortar are excellent for XP farming without loosing troops
unlock Panzergrens
while(gameHasNotEnded) {
if(notEnoughMP) {
get some more XP while waiting for MP to build Panzergrens (snipers are well suited for that)
}
else {
build at least one Panzergren unit
}
send panzergrens towards enemy
hold
shoot
retreat
if(stukaIsAvailable) {
shoot on troops that stopped the Panzergrens
} else {
build stuka
}
if(pantherGIsUnlocked) {
build at least one Panther G
}
if(pantherGIsAvailable) {
play defensively with Panther (use it only to see half of the map and shoot with stukas if you see something moving)
never attack with Panther, stay only at range until you have at least two panthers
steamrole enemy
break
}
}
}
Why is this brainless tactic so successfull?
Why isn't the player punished for not combining his units.
He should support his Panzergrens with Stugs for example but instead the player is rewarded for not soing so and just waiting for his Pantehr Gs to arrive.
It's like and armor player only relying on Rangers and one Calliope until his SP arrives. Have you ever seen that? Neither have I...
I have no idea how to change some things in this doc without screwing the whole balance up.
But I have at least one suggestion that shouldn't do so and that is limiting stukas to 1.
Armor doc has only one Calliope too and Stukas can fire way more often and are way more devastating than Calliope.
I mean this doc is already an allrounder why not limit at least a bit of it's possibilities.
Second, change how the optics of Panther G works.
Currently they provide huge sight. This results in two ways:
1. No need for scouts since your Panther is a mobile heavily armored and armed scout
2. this heavily armored scout is very mobile and if your smart enough you will always drive near the frontline to reveal enemies attempts to set ambushes.
Since you also have very mobile and devastating artillery in that doc you can easily kill those ambushes and move forward without ever engaging directly teh enemy.
And that's another issue:
Most of the players use their Panthers only for defense and not for offence at least until they got more Panthers so steamrolling the enemy will be more likely wo work.
In every game I had in the last weeks no player at all tried to engage enemy tanks with his panther. All what happens is masses of schrecks hunting down that poor tank.
That's no fun at all at least not from the allied perspective.
And this is the next suggestion:
I know Panzergrens are not that cheap but I think their cost/performance ratio is still very good.
That's why this brainless rush-to-enemy-hold-and-shoot tactic works. You should be punished if you send your troops into a fight they will not likely win and loosing almost all your troops.
So maybe consider increasing their reinforcement costs in order to dorce the player to be using his troops not like rambos.
Any suggestions are welcome or convince me that I'm totally wrong with my point of view.