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Ostheer repair speed

14 May 2016, 17:32 PM
#21
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post14 May 2016, 17:29 PMTobis
I would rather they reduce the repair speed of UKF and OKW to match the other three armies. It's a bit ridiculous how fast OKW can repair a no health king tiger with repair station + pios, or how fast Brits cab repair with Anvil sappers. Makes it much less punishing to take damage on vehicles for those armies compared to the vanilla factions. Just another example of power creep, should be reduced for them than raised for the other factions.

Also my preference. Repairing Comets or Panthers (Ok, and a repair truck for OKW, but useful popless repairs are still useful popless repairs increasing the average repair speed for them) in like 30 seconds with one engineer squad? Redonk.
14 May 2016, 19:19 PM
#22
avatar of Horasu

Posts: 279

I'd much rather advocate expansion army repair speed to be nerfed to match OST and SU repair speed. Taking a tank out of battle for repairs should be a tactical thing.
nee
14 May 2016, 22:53 PM
#23
avatar of nee

Posts: 1216

Some further thoughts on the topic:

I like the idea of usng Ostheer bunkers, it's stragithforward and little hasslle and does not require some special new units. I'd make it doctrinal however, but also common, which would prove difficult without adding them to unused commanders. For example, Combine Tank Traps, Trenches and Hull down for the Defensive Doctrine, and let the repair bunker be a designation- you first have to build a bunker, then for something like 50-100 munitions, you can designate it instantly. It can be limited to one at a time, or just have the munitions cost limit its availability. It might need to be limited to only vanilla/ medic/ reinforce upgrade so that an HMG bunker won't stop units from trying to finish off your Panther.
While it's totally plausible to just add a repair station upgrade alongside, I don't like the idea of having Ostheer bunker having four upgrades, it makes the UI bar look crowded. A structure shouldn't have so many options, IMO.

As for Soviets, they have a rather large doctrinal choice of augmenting repair so I don't think they really need a buff. If thy do, I'd make the M3A1 scout car be able to upgrade. It gives it a late-game relevant role, yet a player needs to have built T1, and invest in the resources for it, and remains a light vehicle that can't take much damage. M5 halftrack already has like three roles- transport, reinforce, anti-infantry/suppress, plus it's in a tier you cannot skip unless you want to lose the match, so I think the M3A1 deserves it more.

The idea of augmenting repair in these schemes is that it's separate from the builder units- it is not like WFA or UKF where you merely buff engineers to repair faster, but other units are able to perform a similar job. That makes for asymmetrical balance and faction/ strategic diversity; Ostheer and Soviets aren't like OKW where you just spam repair guys and quickly repair heavy tanks.

As for reducing expansion armies' repair speed, there's the issue of balance consequences for all three due to the changes made to their vehicle units. I'd rather just boost two factions' repair capabilities (besides merely buffing stats, mind you) instead of nerfing three factions'; more can be done through the former, while people will just cry that their favourite faction got the nerf hammer once again.
14 May 2016, 23:27 PM
#24
avatar of Putinist

Posts: 175

I'm more for the idea of nerfing non EFA factions repair rates.
14 May 2016, 23:44 PM
#25
avatar of Tiger Baron

Posts: 3143 | Subs: 2

jump backJump back to quoted post14 May 2016, 17:29 PMTobis
I would rather they reduce the repair speed of UKF and OKW to match the other three armies. It's a bit ridiculous how fast OKW can repair a no health king tiger with repair station + pios, or how fast Brits cab repair with Anvil sappers. Makes it much less punishing to take damage on vehicles for those armies compared to the vanilla factions. Just another example of power creep, should be reduced for them rather than raised for the other factions.


This reminds me a bit of socialism, we can't be as good as them so let's bring them down to our level then. Same thing goes for the Forward Retreat Points as well, since I can see a few die hards here voting for all FRPs to be removed, well, how about we bring the Eastern Front Armies up to par with the WFA instead of bringing the WFA down to the EFA's level, or am I making too much sense here?
15 May 2016, 00:25 AM
#26
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



This reminds me a bit of socialism, we can't be as good as them so let's bring them down to our level then. Same thing goes for the Forward Retreat Points as well, since I can see a few die hards here voting for all FRPs to be removed, well, how about we bring the Eastern Front Armies up to par with the WFA instead of bringing the WFA down to the EFA's level, or am I making too much sense here?

Removing all FRPs WOULD be a great change.
They are both examples of powercreep and negative changes to gameplay. You don't bring up the other factions because it would break the game even more.

Also comparing balancing factions to socialism :facepalm:
15 May 2016, 00:36 AM
#27
avatar of Svanh

Posts: 181

jump backJump back to quoted post14 May 2016, 17:25 PMSmaug
Time for some numbers.

ostheer:
default repair : 1.6 *4(men) = 6.4 / vet2 = 10.4

soviet:
default repair : 1.6 *4(men) = 6.4 / vet2 = 10.4

okw:
default repair : 3 *4(men) = 12 / vet2 = 16 (sweeper upgrade adds another 4) = 20 (lol?)

usf:
default repair : 2 *4(men) = 8 / vet3 (5 men) = 15

brits:
default repair : 2 *4(men) = 8 / vet2 = 12 (with 5 men) 10/15 - ANvil upgrade = 25 (lol?)


ostheer:
default repair : 2 *4(men) = 8 / vet2 = 12 (sweeper upgrade adds 4) = 16

soviet:
default repair : 2 *4(men) = 8 / vet2 = 12 (sweeper upgrade adds 4) = 16

okw:
default repair : 3 *4(men) = 12 / vet2 = 16 (sweeper upgrade adds another 4) = 20

usf:
default repair : 2 *4(men) = 8 / vet3 (5 men) = 15

brits:
default repair : 2 *4(men) = 8 / vet2 = 12 (with 5 men) 10/15 - ANvil upgrade = 22

How does this sound?

These are the current repair times:

- Pershings take between 100 seconds and 53 seconds to repair from 0.
- Tigers take between 162.5 seconds and 100 seconds to repair from 0.
- IS-2s take between 162.5 seconds and 100 seconds to repair from 0.
- Churchills take between 175 seconds and 56 seconds to repair from 0.
- King Tigers take between 107 seconds and 64 seconds to repair from 0.

Repair times with the changes proposed above:

- Pershings take between 100 seconds and 53 seconds to repair from 0.
- Tigers take between 130 seconds and 65 seconds to repair from 0.
- IS-2s take between 130 seconds and 65 seconds to repair from 0.
- Churchills take between 175 seconds and 63 seconds to repair from 0.
- King Tigers take between 107 seconds and 64 seconds to repair from 0.

jump backJump back to quoted post14 May 2016, 17:29 PMTobis
I would rather they reduce the repair speed of UKF and OKW to match the other three armies. It's a bit ridiculous how fast OKW can repair a no health king tiger with repair station + pios, or how fast Brits cab repair with Anvil sappers. Makes it much less punishing to take damage on vehicles for those armies compared to the vanilla factions. Just another example of power creep, should be reduced for them rather than raised for the other factions.

The problem is that high-health vehicles become much less useful than high-armour vehicles the more you reduce repair speed. This is fine for OKW who don't have any high-health/low-armour vehicles but really hurts Churchills, which weren't the most used tank anyway. If you look at the repair speeds, UKF is in line with USF up until they get the Heavy Engineer upgrade (roughly when they get Churchills).

In addition, adding a manpower and/or fuel drain to repairing would be a better way to make taking vehicle damage punishing instead of making you lose the initiative because you took some damage destroying a tank.

jump backJump back to quoted post15 May 2016, 00:25 AMTobis

Removing all FRPs WOULD be a great change.
They are both examples of powercreep and negative changes to gameplay. You don't bring up the other factions because it would break the game even more.

Not necessarily. You think FRPs are a negative change because they allow players to brainlessly retreat blobs out of otherwise lethal situations with little actual disadvantage. I think that, since the game is designed around 1v1, being able to mimic 1v1 retreat time on 3v3 or 4v4 maps is a good change that simply isn't properly balanced with regard to cost.
18 May 2016, 01:27 AM
#28
avatar of PencilBatRation

Posts: 794

Both vanilla factions needs their repair and healing speed fixed. A damaged vehicles means you won't be able to use it for a good 2 minutes.

jump backJump back to quoted post15 May 2016, 00:25 AMTobis

Removing all FRPs WOULD be a great change.
With some tweaks they could be more tolerable than their current blob-enabling,empowering state.


The one for OKW is going to be the most expensive one and a vet feeder for arty usually, so that one is already fixed and nerfed to the ground.
18 May 2016, 03:29 AM
#29
avatar of vietnamabc

Posts: 1063

Both vanilla factions needs their repair and healing speed fixed. A damaged vehicles means you won't be able to use it for a good 2 minutes.

With some tweaks they could be more tolerable than their current blob-enabling,empowering state.


The one for OKW is going to be the most expensive one and a vet feeder for arty usually, so that one is already fixed and nerfed to the ground.

Make forward retreat a limited time ability like vCOH Captain retreat, so that you can only used them sparingly so it would fix the current blob + FRP meta. Maybe add some muni cost to the ability too.
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