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Cost of Grenade unlocked being Reduced for USF

17 Feb 2020, 08:58 AM
#21
avatar of ZeroZeroNi

Posts: 1563

You see Mods, this is what happens when you try to remove risk associated with tech decisions from the game. now look what happened, sure you'd made a more streamlined game but made the players complacent as well.
No one remembers that teching and side teching are(and should be) risk v reward.
The original wehrmacht in coh1 had side tech too. And the whole wehr teching is in it of it self a risk v reward.
you can't make a pak just cus you teched BP1, you gotta build T2 which pushes back your BP2 and subsequently T3.
17 Feb 2020, 09:25 AM
#22
avatar of Katitof

Posts: 17891 | Subs: 8

The original wehrmacht in coh1 had side tech too. And the whole wehr teching is in it of it self a risk v reward.

No, it didn't, it had paid veterancy system, which was complete cancer.
17 Feb 2020, 09:49 AM
#23
avatar of Kubelecer

Posts: 403

you can't make a pak just cus you teched BP1, you gotta build T2 which pushes back your BP2 and subsequently T3.


Literally the same applies to USF.

You went LT? Well tough shit square up 35 fuel for a squad you might not need and an AT gun unlock AND delay your t4.
17 Feb 2020, 10:02 AM
#24
avatar of Katitof

Posts: 17891 | Subs: 8



Literally the same applies to USF.

You went LT? Well tough shit square up 35 fuel for a squad you might not need and an AT gun unlock AND delay your t4.

Same for T1 soviets.

Difference here is, Ost is not supposed to skip tiers, you're not delaying anything by not doing so.
17 Feb 2020, 13:31 PM
#25
avatar of ullumulu

Posts: 2243

When I remember right ....USF and UKF has cheaper grenades costs...don't forget to make them more expansive
17 Feb 2020, 13:48 PM
#26
avatar of distrofio

Posts: 2358

I would really like that both conscripts and volks flame nade being free of side tech and available from min 0
17 Feb 2020, 13:54 PM
#27
avatar of Stug life

Posts: 4474

OKW T4 total cost in fuel = 135

USF total cost for major in fuel = 120

Weapon racks fuel cost currently = 15F

So you're asking for OKWs fuel cost to be reduced as well right?
no cause usf and ukf have star while okw has crosses
17 Feb 2020, 13:58 PM
#28
avatar of Stug life

Posts: 4474

No?

Grades/Racks could be removed, but the cost of teching would need to go up a lot to compensate. USF already has the cheapest T4 tech in the game (if rushed), so it needs those road-bumps to slow them down.

Current tech costs






FactionBasic T4 MPBasic T4 FAll T4 MPAll T4 F
OST680210970225
OKW5401751310265
USF4901751290270
Sov6401851355240


USF is the cheapest faction to 'rush' to T4, but also roughly tied (+5F, -20mp) for most expensive to get every tech. USF also starts with +10 fuel more than OKW (for some reason).




Unless I'm mistaken, you're off by a bit.

OKW T0 -> T4, Skip T2 (Mech, since its more expensive))
trucks 2x: 70mp/15f
T1: 200mp/25f
T3: 100mp/60f
PA: 100mp/60f

Total: 540mp/175f


USF T0 -> T4, skip either LT/Capt (same price)
T1 (LT): 250mp/35f
T3 (Mjr): 190mp/120f

Total: 440mp/155f

edit: I missed the 50mp/20f mechanized unlock, so it's actually 490mp/175f
why sovier 240 fuel ? did u count 7th man upgrade ? it comes free with tier 4 so actually

OKW:
340/5 (300)

Trucks: 100/15
Deployment: 200/25-45-120
Medic/Engineer: 100/15

1 Truck, 1 upgrade, Flak:
700mp 190/210f (-5f)
2 trucks:
1000mp/250f
With both upgrades:
1100mp/265f


USF
400/20 (200)

Upgrades: 150/15
Medic: 250/10 (2/3 popcap)
Officers: 200/35
Upgrade: 50/20
Major: 190/120

Weapon, nade, ambulance, 1 officer full, major:
990mp/215f (-20f)
Including both MG and AT gun:
1190mp/250f
Full roster:
1240mp/270f


SU:
390/20 (170)

Medics: 250
AT nade/Molotov: 80/10 - 125/10
T1: 160/10
T2: 160/20
T3: 240/85
T4: 240/90

Medics, T1, T3, T4:
890mp/185f (-20f)
T2 with conscripts upgrades:
1095/215f
Full tech:
1255/225f


OH:

420/20 (200)

T1: 80/10
BP1: 100/40
T2: 200/20
BP2: 200/90
T3: 140/15
BP3: 100/25
T4: 100/25
Medic: 150/0/60 (muni)

Medic, T3 (Ostwind rush):
590/145 (-20f) (+60mu)
With T1:
670/155
With T1+T2:
870/175
T1 + T2 + T4:
930/210
Full:
1070/235


UKF

340/20 (280)

Bolster: 150/35
Weapon: 150/15
Nades: 100/10
Platoon: 180/30
Side tech unit: 100/15
Company: 280/115
Anvil/Hammer: 200/50
Medics: 30mu x1 or 200mp/60mu


Platoon + Company + healing (cenatur rush):
460/145 (-20f) (+30muni)
Bolster, nade, Platoon, side tech (or weapon), Company, healing:
810-860/205 (-20f) (+30muni)
Anvil or Hammer:
1010-1060/255
Full:
1160/270 +30 mun
Full + non meta healing:
1360/270 (+60muni)

the (-xx f ) is the staring fuel to get real cost u need to remove the said amount in the cost
17 Feb 2020, 14:04 PM
#29
avatar of FelixTHM

Posts: 503 | Subs: 1

jump backJump back to quoted post17 Feb 2020, 04:35 AMCODGUY


I don't remember ever playing you. Not saying I didn't but I don't recall.



You really need to get better before you start having balance opinions. At your skill level the majority of the time you're losing because you're playing poorly. Not to be rude but the time that we played you ran Rifle squads into an MG42 firing arc one-by-one and took multiple long-range red cover engagements vs grenadiers in green. I didn't need to retreat my MG42 a single time that game because you never attempted to flank it.


Grenadier blobs and mg42s are certainly a pain to play against on maps which have lots of long range engagements and open space. For 1 v 1 you need to veto maps like Crossing in the Woods or Crossroads Winter and focus on taking less max range engagements by using sight blockers and not simply a-moving in the shortest path possible.

USF is very focused on its infantry dominance, and it's challenging for you because you don't flank, don't pressure map control, and don't utilise cover. Nades really shouldn't be the solution since BARs make you so much better off in the long run anyway.


17 Feb 2020, 14:06 PM
#30
avatar of Katitof

Posts: 17891 | Subs: 8

You really need to get better before you start having balance opinions. At your skill level the majority of the time you're losing because you're playing poorly.

If only the people starting balance threads all the time could follow this up and accept the only balance problem they have is sitting in front of their PC.
17 Feb 2020, 16:03 PM
#31
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post17 Feb 2020, 09:25 AMKatitof

No, it didn't, it had paid veterancy system, which was complete cancer.

Great to see that you'v never played coh1.
17 Feb 2020, 16:07 PM
#32
avatar of ZeroZeroNi

Posts: 1563



Literally the same applies to USF.

You went LT? Well tough shit square up 35 fuel for a squad you might not need and an AT gun unlock AND delay your t4.

And here we have a guy who don't the history of this game and couldn't understand what i said.
17 Feb 2020, 16:10 PM
#33
avatar of ZeroZeroNi

Posts: 1563

jump backJump back to quoted post17 Feb 2020, 10:02 AMKatitof

Same for T1 soviets.

Difference here is, Ost is not supposed to skip tiers, you're not delaying anything by not doing so.

And here we have the type gamer I was talking about. A complacent dude who don't remember what the game was about.
17 Feb 2020, 16:21 PM
#34
avatar of Sander93

Posts: 3166 | Subs: 6

The original wehrmacht in coh1 had side tech too


You're thinking of Panzer Elite I assume. Wehrmacht didn't have a single side-tech.
17 Feb 2020, 16:34 PM
#35
avatar of ZeroZeroNi

Posts: 1563



You're thinking of Panzer Elite I assume. Wehrmacht didn't have a single side-tech.

Paid vet was a side tech. You pay resources to make your current units better at the expense of moving up the tech ladder. I don't know what else you'd call a side tech.
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