Back in Beta I suggested that capture points accumulate their own ticket amounts instead of going into a pool. Recapturing a point would remove...
Another point is combat range compression. High TTK favors close range combat due to the increased ability to reach cover before dying (also...
High TTK favors numbers over positioning. Low TTK favors positioning over numbers.
You realise that for every successful attack, there's an unsuccessful defence? The disadvantages of losing would be so high they just wouldn't be...
300m or 200m, you're still not explaining how you envisage this will work. How is tanks killing infantry more efficiently at 200m, rather than...
They don't need to be efficient. Two opposing sides of infantry still need to close the distance to <150m to engage. There's your new dead zone....
I think you've mis-assessed part of the "whole point" aspect of vehicle warfare. They can be equipped with weapons that will massacre infantry at...
Differences between faction traits are irrelevant when factions are not restricted to weapons of said trait. You don't need a bazillion guns all...
You don't need to manipulate data, only be selective in the data that is presented versus excluded (cherry picking) and what comparison is drawn...
Why would you take a weapon which is unique to the NC statwise to draw comparison against others? Then you only go and make things even worse by...
Do walls and a domeshield not fulfill the same function?
I disagree. Exciting base fights were the exception rather than the rule. They were mostly the same kind of boring, camping gameplay you're...
If "properly" involves taking a randomly generated map, dotting a few trees, rocks, roads and bases on it (which are mostly cookie cutter copies...
NC and TR.
Yes, like that, except I can kill infantry in less than a second with a standard gun. Killing a tank shelling from 150m away takes significantly...
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