Not only that, but there are clearly superior options out of the bulk of them, so that further narrows it down if you enjoy actually winning. I'm estimating there are, what, around fifteen to twenty different commanders for the old factions that are mostly just rehashed and reorganized abilities? This is especially problematic because you can only equip three at once, so the vast, vast majority go completely unused. The biggest problem stems from the sheer amount of commanders. This is bad for players because it leaves the vanilla army capabilities feeling incomplete, and it's bad for Relic (now that they don't sell commanders) because it means a lot of the assets and features of the original armies they worked so hard on don't see use in strategic diversity, leading to a more stagnant meta. This is not as much an issue for the Western front factions (thought arguably still is somewhat) because Relic was wise enough not to design the factions around microtransactions, but for Wehrmacht and (especially) Soviets, the huge number of commanders means way too many options aren't available in practice, so a huge chunk of the armies' capabilities go unused. One of the biggest reasons I've disliked the commander system since release is because of how much they end up limiting factions' options instead of enhancing them. I do not want this thread devolving into nothing but discussion on tank call-ins, as there is a larger over-arching problem. That is a separate concern with different solutions than what I wish to address here. DISCLAIMER: This thread is not about the tank call-in meta being used over teching.
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