I agree with Dullahan, Axis factions in CoH2 shouldn't be about spending time and resources to getting side upgrades, that's what Allies have been doing from the start and should be their own niche. This helps with the whole asymmetrical thing.
Personally I never thought the resource transfer and income penalty- and the way the HQ truck spawns- were a problem in the first place. It honestly makes them much more similar to Ostheer. If anything they made them a bit more of a challenge ad have a unique appeal to them, while also serving as characteristics to the faction in the form of not being as powerful as they'd otherwise be...to which they are now.
Alexzander dude, ostheer use sidegrades... OKW is the only faction where everything is spoonfed and its fucking retarded and is a primary reason why the #MANPOWERFLOATISREAL
I believe what he meant was unit upgrades that cost munitions, not researching unlocks that cost manpower and fuel.
Lack of needing to research that stuff meant the resources go towards units....but that only works if OKW didn't have the same income rate, which naturally explained their resource penalty. |
Thread: KV-29 Dec 2015, 15:48 PM
Tbh the whole commander is lackluster besides the repair station and the KV2.
Fuel drop is okay however, what I dont think is needed is the vehicle repair ability and the KV8.
1st
I reckon instead have the scavange upgrade for engineers same as the one in the tank hunter commander.
2nd
A new passive ability that every allie resource cashe built grants the player something like 3% discount on vehicles (excluding the KVs of course). When a cashe is destroyed, the bonus from that single cashe is canceled.
Just a thought.
First idea is good, certainly better than supply drop.
Second idea I can't agree, for one it relies on a peculiar requisite (building any cache, anywhere, and getting pissed when your ally builds all of them), two 3% discount isn't very big difference so it ends up being ignored, three the idea of cost reductions as part of commander unlock don't sit well with me, it kind of competes against (or stacks with) the bulletin system.
I think replacing KV8 with KV1 might be a better option; the latter is far more useful than a heavy flame tank, and acts as a sort of alter ego for T-34/85, where instead of better gun it's better armour.
My own first thoughts, of course. |
When I saw it I was like "ooh a bit bright but I hope this means everyone has their own colour"...then quickly realized that this was just another bug. |
Question 12 is unreasonable:
"Have you ever visited coh2chart.com? Is so, how often?"
Yes, but only a few times
Yes, at least once per week
Yes, at least once per month
Yes, less than once per month
No, I've never heard of it
I know what it is, but I don't visit it on any sort of regularity.
The last page also quite blatantly shows that the game is geared for 2v2, at the highest. |
Random thought here:
What if Volks replaced Obersoldaten at T4, and instead of Obers going T0 they are replaced by Panzerfusiliers? T0: Panzerfusiliers, T4 Volks, Obers doctrinal call-in in Breakthrough?
Volks would still be in core roster and have relevant AT role but come later in the game; Panzerfusiliers are anti-infantry with AT critical, their G43 upgrade makes them better against infantry so they would scale well into late-game as long as you treat them like Grenadiers; and Obers with their high MP cost seem more appropriate as an alternate elite infantry call-in anyways and have always seemed a poor late-game infantry choice. Spec Ops commander's Infrared ability could instead spawn an Ober squad with the IR MP44s.
Still a large 6-man squad at T0 though. |
IMO the bigger reason is that player can more quickly make and deploy HQ trucks, which means KT comes out faster.
Prior to this you had to wait for trucks to come to the field. It didn't matter how much fuel you were floating, it was locked behind a timer plus their slow speed.
Ergo, if HQ trucks still used this system, the 100% resource rate would be somewhat nullified, and any OKW player would have to make do with existing units rather than blitz-teching to KT rather than just wait for all HQ trucks to deploy.
It also doesn't help that KT can now be deployed like it's doctrinal. Prior to the patch, you still had to train the KT which meant you cannot train Volks, Sturms, Kubels or Raketenwerfer during the meantime, which allowed opponents to pressure the OKW player to either halt the training time to produce more units faster, or live with reduced unit presence and keep training. None of this occurs with instant call-in. The idea that it needs a non-doctrinal CP requirement therefore is just stupid.
So to me, the real problem isn't "KT needs more restrictions", it just needs to go back the way it was. Why make up a more convoluted system if the prior system worked just fine? It was plain stupid of them to not only make OKW 100% income but also make it far easier than necessary to get King Tiger. What will just happen is OKW is forced to finish the game with other units. Using other units is not the problem, but railroading the option is not. Right now the railroading is pro-KT, making it require CP railroads it through something else. The problem is railroading, period because there is no longer that factor in OKW gameplay where you have to consider training T0 units or training KT. |
don't worry, Relic will nerf them after everyone buys the commander. |
I bet Relic's idea of a solution is to drop AEC and make Bofors auto T2 unlock.
Which is dumb, but hey, it's Lelic. |
You're forgetting something arguably more important than fuel, which is manpower.
Ostheer would have to do nothing but expend manpower towards carrying the OKW player, and that carrying only occurs by OKW not needing to worry about fuel- s/he still needs to worry about manpower, especially coordinating the time spent on teching, building HQ truck and then calling in KT.
I don't know why you say best case scenario has both of them floating manpower- if anything they will be sucked dry even faster. Ostheer has to spend it on carrying the ally and not getting his own units to do field work, leaving OKW to do all the field work, which compromises the KT rush.
I don't think most Ostheer players want to win every game by effectively carrying the team by way of being a gasoline stork. They'd have to choose a specific commander and follow a very specific set of actions, actions that demand they do nothing with their manpower except giving fuel. Last I tried, Luftwaffe Supply Drop has a rather quick cooldown, but the crates themselves drop rather slowly over time...time at which the enemy might try to push you out and claim the resources for themselves.
Floating manpower means the enemy does nothing about a persistent lack of 200 manpower worth of unit presence, plus lack of OKW unit presence since he is rushing straight for HQ trucks. That's a lot of initial ground given up just to rush for KT. Any sensible opponent would get the hint that a lot of supply drops, especially over a small number/ specific sector means they will concentrate on that sector and unlike Axis, the Allied side has opportunity to get more units out to fight off Jerry and steal fuel for themselves.
If you're going to win with this strategy I'd think you would regardless of whether you go KT or just Panzer4 rush. |
nice. but this solution may cause problem of other commander that may come with sexton.
Only if accompanying abilities either don't apply to Sexton or does not relate to artillery abilities.
You're right though, making their relevance depend a lot on commander abilities makes them very situational units (situational meaning choice of commanders). |