Idea how to repair industry...
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Posts: 1026
For the doctrine to be useful it needs to be in some way voluntary. Maybe just a 180 second ability that does what it does now, but then deactivates. That might be too good though! Hard to say.
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Not sure if there is (mechanically speaking) support for a change like that in the game. I'm not aware of any doctrine that increases or decreases base unit prices.
For the doctrine to be useful it needs to be in some way voluntary. Maybe just a 180 second ability that does what it does now, but then deactivates. That might be too good though! Hard to say.
Yeah, let's make another abomination with conversion on demand like CAS.
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Yeah, let's make another abomination with conversion on demand like CAS.
+1
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Still doesn't solve the problem.
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A buff to the KV2 would go a long way towards fixing Industry.
No, it wouldn't, because the doctrine is completely broken economically, you can't maintain infantry, you can't maintain armor production.
Posts: 211
Some of the first vanilla doctrines lack flavor and have a weird, faceless mix of callins and airsupport abilities. But this doctrine is interesting and memorable in its design, thus it would be a shame if it wasn't 'saved' in some way by Relic.
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Posts: 640
Maybe decrease ammo income rather than MP.
Would be way too strong I guess.
The whole doctrine is a complete failure imo
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Would be way too strong I guess.
The whole doctrine is a complete failure imo
No demo charges, no mines, no rep station spam, so repair ability spam etc. Not sure if it would be too strong without these.
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Posts: 656
I do like the idea of converting muni but it could end up super OP. Demos, mines, flamethrowers, and repair stations are nice but any player that can manage without them (or really just fewer of them) would have a huge advantage.
Posts: 640
No demo charges, no mines, no rep station spam, so repair ability spam etc. Not sure if it would be too strong without these.
well no mines and demos okey. But yeah instead of repair stations he could go for 1-2 extra pios.
He could also save his ammunitions through the early game until he reaches soviet industry ability.
Maybe a combo of less ammo and mp?
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Posts: 4630 | Subs: 2
Maybe a combo of less ammo and mp?
-20%MP & -20%ammo for + 20% fuel (for example)? Anything would work. Ammo, mix... Does not matter cause currently it's downgrade.
Posts: 4951 | Subs: 1
No, it wouldn't, because the doctrine is completely broken economically, you can't maintain infantry, you can't maintain armor production.
The reason the doctrine is shit is because it has no late game because the KV2 is hideously expensive on top of being shit.
Fixes for KV2:
KV-2 no longer has a set up mode, it instead switches between HE and AP shells like the ISU does. It has 1280 health and 320 frontal armor. Maybe also reduce reload speed. Remember you are now limited to ONE KV2 so it's not like you can spam it.
Posts: 17914 | Subs: 8
The reason the doctrine is shit is because it has no late game because the KV2 is hideously expensive on top of being shit.
Fixes for KV2:
KV-2 no longer has a set up mode, it instead switches between HE and AP shells like the ISU does. It has 1280 health and 320 frontal armor. Maybe also reduce reload speed. Remember you are now limited to ONE KV2 so it's not like you can spam it.
The doctrine is shit, because it doesn't work at base principle-it doesn't allow for increased armor production, it does exactly the opposite, it limits your field presence, therefore your resource income, therefore production.
And your fixes are utter bullshit as well, you're describing a gimped tiger/IS-2 here.
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