This system wouldn't change anything unless mediums were somehow easier to repair then heavies.
I would be more in favor of fuel upkeep. The current popcap upkeep doesn't do the job. It's a relic from Vcoh that doesn't work since they made call ins cost fuel.
I believe the solution relic is going to implement is to nerf call-ins generally - increase the fuel cost moderately, then apply a discount for tiering. So a Tiger might now be 270 fuel, with -20 fuel for each of the following buildings you constructed:
T3
T4
A similar system will probably be in place for the other factions. This will make holding out without building tiers less economically viable. But still possible.
Heavies are call-ins, generally. The only one that isn't that I can think of is the KT, but that requires tiering anyway by definition.
I assure you that a measly 20 fuel is not going to solve the problem. Heavy tank dominance is not going to be changed by a minor stat change either. There needs to be a large change to how the late game works.
Ok, I have a video that shows OKW wires issue but as a bonus there is early-game Kubel push/locked down fuel. How would you counter it?
Yup seen that move more times then I can count. The only thing I have come up with is to call in a assualt engi first and hide behind the little building. Since they are instant they can beat the kubel there and the kubel would have to get close since I keep hiding behind the building and they will shred it at that range.
That's about the only thing I have come out with, but I've seen others have success with M3 rushes since you can usually count on atleast one player to attempt it.
Still pretty bad that the enemy can beat you to and lock you out of your own fuel. If they send more then one you might as well give up. OKW's starting move is always so damn hard to deal with.
I think after it got it;s health buffs it was fine. It's just a hard to keep alive so players who aren't so good get them killed easily, while good players could make great use of them. Even before the patch I believe they were the strongest early game unit potential wise.
USF won't be a balanced faction until the secret end game tier that only germans (and soviets with doctrines) get, is equalized with non-doctrinal soviet and US stock units. And I doubt that that is going to change any time soon.
But I do think we can expect some big changes to multiplayer when the campaign comes out. Most likely new commanders.
The fuel upkeep for light vehicles would ideally be barely noticable if not completely non existing. For mediums I would say 3-4 would equal the same as heavy. Super heavies would be around 1.5 upkeep of normal heavies.
The idea is that now players who rush heavies would have to settle for medium tank or light support rather then just wait for another heavy, although that option would still be open for them but take longer.
Light tanks might actually see some more use as well after normal tanks arrive since they won't hurt the players income as hard. Relic would still have to be careful not to introduce some sort of Stuart spam meta though, so I minor upkeep might be necessary.
The best thing about fuel upkeep is that it would help balance the game across all game modes especially team games. Reducing the victory by "critical mass" and focusing play on tactical use of units rather then the hording of resources til you have a unbeatable army.
they need to just make heavy tanks more rare/expensive as they were in coh1. heavy tanks were a very calculated decision in coh1 because of the combination of tank limits/tank manpower cost/cooldown timer/limiting to one heavy call in per match
That sort of stuff makes the heavy tank a high end weapon with lots of value AND lots of risk.
coh2 kind of leans towards heavies as just being a part of the standard tech progression. You build them just as easy (or in cases of most doctrines- easier) than any other tank.
If they increased the risk factor of heavy tanks i wouldnt even be against buffing them to account for not being able to call in multiples and the like.
Fuel upkeep would accomplish this. I'm against hard-caps on units since it hinders possible builds and variety of play, but spamming heavies really shouldn't be that viable of tactic, especially not better then using stock units which it is at the moment.
With fuel upkeep, fielding multiple heavies will be virtually improbable rather then impossible. Letting the multi-heavy tank situation to still exist while, giving them the appropriate downsides.
All heavy tanks should decrease resource income.
The more overpowered the tanks is, higher resource income penalty.
The game really needs some sort of fuel upkeep. I don't think heavy tanks can be any weaker without being underwhelming. The problem is that they are too good financially as the game progresses. That's just not right!
They can take a hell lot of damage while putting some out then retreat and repair for 0 cost. Mediums are more likely to lose a tank here or there even as they fight infantry. So they are atleast victim to some sort of attrition.
If heavy tanks started to drain resources to some extent (atleast more then mediums). Then it would allow mediums and lighter vehicles to actually keep up their numbers against heavies rather then the heavy critical mass we see now.