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russian armor

Soviet Lendlease rework

20 Dec 2019, 12:26 PM
#61
avatar of Bananenheld

Posts: 1593 | Subs: 1



Dude, this is no longer funny how much you can justify shit design.

Yeah they need to be buffed. Sov is in a bad spot anyway #devsareaxismains
20 Dec 2019, 12:39 PM
#62
avatar of Crecer13

Posts: 2184 | Subs: 2


Yeah they need to be buffed. Sov is in a bad spot anyway #devsareaxismains


I understand why Lago protects this design - the uniqueness of the design, but from this it does not cease to be a shitty design. Player himself must decide what he needs: if need infantry - build infantry, if need HT - build HT. You everything - build everything. The player should not get into the load a unit that he does not need.
20 Dec 2019, 12:43 PM
#63
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3



I understand why Lago protects this design - the uniqueness of the design, but from this it does not cease to be a shitty design. Player himself must decide what he needs: if need infantry - build infantry, if need HT - build HT. You everything - build everything. The player should not get into the load a unit that he does not need.


Allow Ass Guards built from T4 for 320mp and keep the call in group at 3 CP and all problems are solved.
20 Dec 2019, 12:47 PM
#64
avatar of Crecer13

Posts: 2184 | Subs: 2



Allow Ass Guards built from T4 for 320mp and keep the call in group at 3 CP and all problems are solved.


T4? It will be around 5-6 CP. It makes no sense. If only in T3.
20 Dec 2019, 12:48 PM
#65
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3



T4? It will be around 5-6 CP. It makes no sense. If only in T3.


Yes it does, if you put it at T3 the call in is pointless. Putting it at T4 means that the call in group allows you to obtain a T4 unit for a 50mp cheaper price, or you can just wait for 50ish fuel and get the squad from T4.
20 Dec 2019, 12:51 PM
#66
avatar of Katitof

Posts: 17883 | Subs: 8



Yes it does, if you put it at T3 the call in is pointless. Putting it at T4 means that the call in group allows you to obtain a T4 unit for a 50mp cheaper price, or you can just wait for 50ish fuel and get the squad from T4.

The call-in is pointless since tech rework anyway.
20 Dec 2019, 12:51 PM
#67
avatar of Crecer13

Posts: 2184 | Subs: 2



Yes it does, if you put it at T3 the call in is pointless. Putting it at T4 means that the call in group allows you to obtain a T4 unit for a 50mp cheaper price, or you can just wait for 50ish fuel and get the squad from T4.


Or you can take a similar or better call-in the infantry in 2-3 CP and the Shock Troops will also cost the same as the Assault Guards. T4 is makes no sense.
20 Dec 2019, 12:53 PM
#68
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

jump backJump back to quoted post20 Dec 2019, 12:51 PMKatitof

The call-in is pointless since tech rework anyway.


Eeeeh there are games where suddenly getting a T70 and M5 zsu with assault guards on the field together can be backbreaking for the opponent. Not every game though. I’d like to see it retained as a call in and for guards to be built from a building normally.
20 Dec 2019, 14:50 PM
#69
avatar of Lago

Posts: 3260

jump backJump back to quoted post20 Dec 2019, 12:51 PMKatitof
The call-in is pointless since tech rework anyway.


It was at CP5.

At CP3, it comes in substantially earlier than the T3 structure and delays payment on the T3 building, freeing up more manpower for more units earlier on.
20 Dec 2019, 14:56 PM
#70
avatar of Katitof

Posts: 17883 | Subs: 8

jump backJump back to quoted post20 Dec 2019, 14:50 PMLago


It was at CP5.

At CP3, it comes in substantially earlier than the T3 structure and delays payment on the T3 building, freeing up more manpower for more units earlier on.

3CP is around 10-11 minute, you can have T3 by that time, 2 more and T70 comes out.
20 Dec 2019, 17:17 PM
#71
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post20 Dec 2019, 14:56 PMKatitof

3CP is around 10-11 minute, you can have T3 by that time, 2 more and T70 comes out.


Wut. 3CP can be around 6-8 mins. Probably slower in 3v3+
20 Dec 2019, 20:32 PM
#72
avatar of Katitof

Posts: 17883 | Subs: 8



Wut. 3CP can be around 6-8 mins. Probably slower in 3v3+

In a pretty hefty meat grinder.
Or 1v1?

I'm talking from 2s pov.
20 Dec 2019, 21:06 PM
#73
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post20 Dec 2019, 20:32 PMKatitof

In a pretty hefty meat grinder.
Or 1v1?

I'm talking from 2s pov.


It doesn't matter. I've just went to last tournament and checked on Tights channel for 2v2 games and you get 3CP around that timing.
20 Dec 2019, 21:23 PM
#74
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

jump backJump back to quoted post20 Dec 2019, 20:32 PMKatitof

In a pretty hefty meat grinder.
Or 1v1?

I'm talking from 2s pov.


Legit had a 1v1 as usf vs OKW where I dropped a 3CP Paratrooper before the LT I rushed was out of the building.

1v1 CP timings can vary wildly.
MMX
21 Dec 2019, 09:27 AM
#75
avatar of MMX

Posts: 999 | Subs: 1

jump backJump back to quoted post19 Dec 2019, 15:28 PMLago


Unit bundles, if priced correctly, can be both viable and strategically interesting.

If you dislike unit bundles on principle, fair enough, but the M5 bundle is well worth its price in its current state.


i second that assessment; most unit bundles now give you two useable units for a pretty good discount and you can always adjust your build around this to make use of both accordingly. does this restrict access to a second squad of assault guards or make it a less ideal choice in the lategame? certainly. but i see no reason some abilities shouldn't have some sort of limitation with regard to flexibility to justify advantages in terms of costs. if anything, i'd suggest to reduce the cost of the call-in slightly to make it a more appealing choice.
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