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OKW multiple Battlegroup HQs

7 Apr 2021, 14:55 PM
#1
avatar of Unit G17

Posts: 433

Just a simple idea: allow okw to build more than one battlegroup hq. Each one would have to be upgraded separately for both reinforcements and medics (so it includes all the fuel costs too). On the other hand okw would gain the option for some more versatility at forward reinforcements (they are limited to one right now, except for the blitz truck in feuersturm).

Perhaps the other buildings could be enabled too, like for the repair engineers at mechanized hq, tho the fuel costs there are much higher and thus unlikely to be utilized.
Pip
7 Apr 2021, 15:06 PM
#2
avatar of Pip

Posts: 1158

Just a simple idea: allow okw to build more than one battlegroup hq. Each one would have to be upgraded separately for both reinforcements and medics (so it includes all the fuel costs too). On the other hand okw would gain the option for some more versatility at forward reinforcements (they are limited to one right now, except for the blitz truck in feuersturm).

Perhaps the other buildings could be enabled too, like for the repair engineers at mechanized hq, tho the fuel costs there are much higher and thus unlikely to be utilized.


Being able to move your deployed trucks somehow would be preferable. For most factions your forward buildings will hurt you if destroyed, certainly, but no other faction's forward buildings are /also/ their tech buildings, which means mistaken placement of one of them (Or simply placement of one of them merely outside of your base sector, against some offmaps) can easily cause you to outright lose the game.

OKW have the benefit of "Guaranteed" access to "forward" healing, repair bots, and a flak gun... but this comes at the cost of them being INSANELY punishing if lost (Especially the Schwerer). In the case of the battlegroup, you also either get base healing, OR you get forward healing, it's one or the other.
7 Apr 2021, 15:08 PM
#3
avatar of A. Soldier
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Posts: 2922 | Subs: 2

jump backJump back to quoted post7 Apr 2021, 15:06 PMPip


Being able to move your deployed trucks somehow would be preferable. For most factions your forward buildings will hurt you if destroyed, certainly, but no other faction's forward buildings are /also/ their tech buildings, which means mistaken placement of one of them (Or simply placement of one of them merely outside of your base sector, against some offmaps) can easily cause you to outright lose the game.

OKW have the benefit of "Guaranteed" access to "forward" healing, repair bots, and a flak gun... but this comes at the cost of them being INSANELY punishing if lost (Especially the Schwerer). In the case of the battlegroup, you also either get base healing, OR you get forward healing, it's one or the other.


Agreed.

Mods like All Units already do this as well without much of a problem.

Hell it even eliminates some "exploits" so to speak.
7 Apr 2021, 15:50 PM
#4
avatar of Unit G17

Posts: 433

jump backJump back to quoted post7 Apr 2021, 15:06 PMPip


Actually I suggested redeployment before, the problem is, even in all units mod, that playing the deployment animation backwards is not possible. I mean all units mod kinda achieves it, but it's quite choppy and doesn't really meet the acceptable bar for the vanila game unfortunately.
7 Apr 2021, 16:09 PM
#5
avatar of T.R. Stormjäger

Posts: 3361 | Subs: 1

Absolutely not, forward reinforce cancer needs to be nerfed, not buffed. No, no, no, no, no. No discussion, just no.
Pip
7 Apr 2021, 16:29 PM
#6
avatar of Pip

Posts: 1158

Absolutely not, forward reinforce cancer needs to be nerfed, not buffed. No, no, no, no, no. No discussion, just no.


It'll need a game-wide rework then, surely? OST, USF, and SOV have nondoctrinal /mobile/ reinforcement, and UKF has what amounts to buildable battlegroup HQs in the Forward Assembly.

USF has what could be argued to be a better version of the battleHQ's functionality in the Ambulance + Major combo, with the downside there being the population cost (In exchange for arguably better healing, and the vast benefit of being able to pick itself up and move).

None of these factions lose base healing when they choose to have a forward reinforcement vector, either. (Except USF, sure, but they can always build a second ambulance, or place their REs or whatever in their original ambulance while using the medic squad to heal in base)
7 Apr 2021, 17:30 PM
#7
avatar of A. Soldier
Social Media Manager Badge

Posts: 2922 | Subs: 2



Actually I suggested redeployment before, the problem is, even in all units mod, that playing the deployment animation backwards is not possible. I mean all units mod kinda achieves it, but it's quite choppy and doesn't really meet the acceptable bar for the vanila game unfortunately.




Mr. floating MG42 on 250 halftrack is questioning your so called "acceptable bar for the vanilla game".
Pip
7 Apr 2021, 18:19 PM
#8
avatar of Pip

Posts: 1158





Mr. floating MG42 on 250 halftrack is questioning your so called "acceptable bar for the vanilla game".


I mean, that's a little less noticeable than the rather jarring "pack up" animation implemented for OKW trucks (which seems to be playing sections of the live setup animation in reverse order, rather than actually playing the animations in reverse).

I'd love to be able to pack up trucks and move them around (As the Brits could in CoH1), but I would have to agree with G17 that this particular instance might be beyond "acceptable" quality. (Avoiding more minor visual discrepancies like the 250MG is probably good, too)
7 Apr 2021, 18:29 PM
#9
avatar of KiwiBirb

Posts: 776





Mr. floating MG42 on 250 halftrack is questioning your so called "acceptable bar for the vanilla game".


Hans is just very strong
7 Apr 2021, 18:33 PM
#10
avatar of T.R. Stormjäger

Posts: 3361 | Subs: 1

jump backJump back to quoted post7 Apr 2021, 16:29 PMPip
It'll need a game-wide rework then, surely?


Yes, that is the plan. No way is giving it to OKW stock beneficial to the game, it's a step in the opposite direction of where coh2 should be headed.
Pip
7 Apr 2021, 18:35 PM
#11
avatar of Pip

Posts: 1158



Yes, that is the plan. No way is giving it to OKW stock beneficial to the game, it's a step in the opposite direction of where coh2 should be headed.


If such a change were coming imminently, sure, but if we're going to be waiting for quite a long time before getting such changes, I'd argue it's better to provide OKW with similar options to other factions as a stopgap.
8 Apr 2021, 05:33 AM
#12
avatar of Unit G17

Posts: 433


Mr. floating MG42 on 250 halftrack is questioning your so called "acceptable bar for the vanilla game".


Yes and I guess even the new vickers k on the churchill or the upcoming mg on the stug e will have this issue, but the point is that these are only noticable if you zoom in on them.


jump backJump back to quoted post7 Apr 2021, 18:35 PMPip

If such a change were coming imminently, sure, but if we're going to be waiting for quite a long time before getting such changes, I'd argue it's better to provide OKW with similar options to other factions as a stopgap.


Exactly, right now the trend is that all other factions got versatile forward reinforcement. In fact they even got buffs to them last patch (healing in M5 halftrack, command and medic bunker can be combined). Also, keep in mind that players would have to pay the full price for an another bg hq, taking fuel resources that could be spent on tanks (similarly to halftracks that also cost some fuel).
8 Apr 2021, 06:35 AM
#13
avatar of A. Soldier
Social Media Manager Badge

Posts: 2922 | Subs: 2



Yes and I guess even the new vickers k on the churchill or the upcoming mg on the stug e will have this issue, but the point is that these are only noticable if you zoom in on them.




Exactly, right now the trend is that all other factions got versatile forward reinforcement. In fact they even got buffs to them last patch (healing in M5 halftrack, command and medic bunker can be combined). Also, keep in mind that players would have to pay the full price for an another bg hq, taking fuel resources that could be spent on tanks (similarly to halftracks that also cost some fuel).


Well the problem is that some people are extremely nitpicky and acting like they play the game zoomed in all of the time with camera angled to look at the cartoon looking models and if everything isn't perfect they receive a brain aneurysm.
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