My only problem with FRP is with ONE.
USF: comes out late with major and needs ambulance to reinforce and heal.
Ambulance is very fragile, take that out no reinforce and heals. Kill the major, no retreat point. Also at the time you have these guys together, artillery will be out.
UKF: FRP provides weapon upgrades and came be upgraded with engineer's(doctoral). Can be built early as well as providing buffs to replacements.
No heals and fragile, royal engineer's can repair it quick through.
OKW: Can come extremely early, Sturdy and can upgrade with medics. Due to strums high repair rate, can be very hard to destroy early-mid.
Overall, USF has the short end of the stick because as soon and one or the other go, the FRP is useless while being extremely vulnerable to anything that is within range.
FRP just need to be more fragile in my opinion. Having sturdy retreat points that can have a Schwerer hq built to defend it with high repair rates is the problem.
This is in relation to team games.
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Post History of Selvy289
Thread: Is FRP beneficial to GAMEPLAY?22 Jun 2017, 14:05 PM
In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 21 Jun 2017, 16:40 PM
I really am against any idea of building providing buffs once built for units, for casual players this would be way way way out of touch to them. Hell, I'm even slightly against the new call in 'premium' system. I would say makes sense with Sovs just because their heavies because one would assume they would become cheaper at tier4. With ostheer, it really looks like a headache with the variety of options in conjunction to call in vehicles. In a nutshell, just because making the game more complex and interesting for higher skilled players (or those who are constantly on the forums) may not be beneficial or find themselves lost to those who are not as skilled or who are causal (which make up majority of players). In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 17 Jun 2017, 12:28 PM
Somehow I missed the new vet structure. The reason I used volks as example was because of the passive healing being moved to vet 4 and not being mentioned being removed from vet 3. Anyway, thanks for the example and ironing things out more. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 17 Jun 2017, 07:08 AM
So with OkW, the vet levels (like volks vet 1)that was not mentioned are unchanged and the ones that were wont have their current bonuses? For example; Volks vet wont have their received accuracy at vet 3 but instead gain it at vet 5 and their healing will be at vet 4. If this is the case what would they have at vet 3? Just a little confused. Like the tech cost change through, obers and jagpanzer can come earlier. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 15 Jun 2017, 12:49 PM
Probably just my experience using them against OKW which is more likely the case. However, saying I have not played the mod is not true. Shocks smoke grenades after use are on a 9 second recharge at vet 2. Edit: I pointed out the funny turret angle the ISU did when firing concrete rounds in HE mode and having 20pop instead of 23 (same with elefant). Those were fixed. In: COH2 Gameplay |
Thread: Eastern Front Armies Revamp 15 Jun 2017, 06:28 AM
About shock troops, I find it funny in the current version of the game they cost 32 manpower each however, if you reinforce 2 squads it costs 65 manpower. So they cost 32.5 manpower? More relevant to the mod, smoke grenade receives a cool down at vet 1 and 2? I test this and at vet 2 by the time the grenade hits the ground its already just on a nine second cool-down (at furthest range). I would not mind if the smoke grenade bonus was outright removed because this can probably be quite frustrating against mgs and just give them instead slightly more revived accuracy at vet 2 (I feel 17% is incredibly low even if they do have armor)? In: COH2 Gameplay |
Thread: DevM vs. VonIvan reffing and player decision re: bugsplat 13 Jun 2017, 07:48 AM
Why does the bug report matter though? Sure, if DevM were on the back foot and it was a very even match, but proof of the bugsplat is entirely immaterial given the circumstances. Would of saved all this trouble wouldn't it? I can see VonIvans point but I feel he's becoming stubborn, he got his point accross but now seems to be trying to find something to salvage from all of this. Nothing can change now, only to accept what has happened, take it into account and move on. In: GCS Discussion |
Thread: DevM vs. VonIvan reffing and player decision re: bugsplat 13 Jun 2017, 07:39 AM
So really this just boils down to lack of evidence of the bugsplat occuring and failing to communicated with vonIvan. The only thing that can be done now is make sure this never happens again. Bottom line is, if a bugsplat happens again their has to be evidence. In: GCS Discussion |
Thread: DevM vs. VonIvan reffing and player decision re: bugsplat 12 Jun 2017, 17:56 PM
I would say your the worst offender here but I'm enjoying you becoming a joke way more. In: GCS Discussion |
Thread: DevM vs. VonIvan reffing and player decision re: bugsplat 12 Jun 2017, 17:51 PM
Good torney guys, nice work, GL you in future. Good example of someone throwing fuel onto a fire (not the worst through). AE already said they will be playing on the same computers in the finals. If a bugsplat does occur, then everyone will be a witness. In: GCS Discussion |
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