Gee, I wonder what would happen if axis factions had AT guns and AT infantry.
>AT guns and AT infantry
>Shitketen + 1 shreck per SP squad
Pick one
Posts: 26
Thread: Jackson Overperforming22 May 2018, 19:44 PM
>AT guns and AT infantry >Shitketen + 1 shreck per SP squad Pick one In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem6 May 2018, 18:37 PM
Oh, I'm sorry, did "Hurr durr l2p nub" officially become a valid argument? My bad, must have missed it. Hope you aren't too mad about it, given all the caps and stuff. GJ ignoring all my points and going straight for personal attacks though. and if the enemy is forced off and you dont take losses or drop say a single volks model what then? ever played against white phospherus? its nice not having to retreat. do you know what the soviet do if they take a shit kicking and dont drop models? the only thing they can do- pay more than a squads worth of MP and retreat to base. no exceptions. double whammy on the field presence AND they are only going to heal half a squad at a time. so boo fucking who that it costs a grenades worth of munitions to bring 3 squads up to fighting strenght on field, on demand without so much as delaying your push Then it is an extremely specific situation that can not be used to balance a healing mechanism for the whole faction around it. You need at least 2 volks and 1 a SP squad (that is not overtasked at all at this point BTW), all of them taken some damage but still with a decent model count so healing them doesn't become irrelevant in terms of staying power. Any other situation and you are wasting MU, or you are leaving crates on the ground, leading them to either be captured by an enemy or requiring you to move a damaged unit to their location which is as safe and convinient as it sounds. Oh and did I mention that all of this can be easily wasted if anything engages your units in the process of healing, scince you can't heal in battle? Truly an amazing system. If only relic would add a faction that had exactly this, but mobile, infinite and with non of original's drawbacks for a somewhat bigger price? Say, 60 MU? Nah, that would never happen. ever charged into battle with a 5 model volks squad with 10% health? no matter how many grenades you hgave you will not win that engagement because having a fully healed unit is more important than grenades. having a fully healed unit you never had to waste 2 min running to and from base and are able to keep feeding the enemy pressure is even better Yeah, that's why every faction gets some sort of nontech reliable healing. Except OKW. They get nontech crates that are like british healing, but worse in every way and constantly bleed you MU. But hey, it's not like the game is supposed to be balanced or anything. boo who? if a USF player decides to get an .50 cal? They'll get a potent free infantry squad. what do they do for an AT gun? They'll get another potent free infantry squad. back tech and you know what their back teching doesnt give them? a forward healing/reinforcement point Indeed. They get forward healing with no tech and FRP with T3's another free infantry squad. IKR, what a huge disadvantage. nor access to a super heavytank Yeah, USF also gets it thech free, provided a player goes for a specific commander. its called a choice. make it. or you can wait for your infantry to LITERALLY heal themselves for no investment at all. Damn, I must have missed the part where volks get free vet5 with absolutely no effort. Care to show me where to find this function? In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem6 May 2018, 17:08 PM
1. And crates are also only put in you base, because they are immovable just like a bunker. They are very rarely deployed anywhere else for the same reason OST does not typically build forward bunkers in 1s and 2s. It's extremely inconvinient, inefficient and vulnerable to the enemy. The whole forward healing edvantage people are trying to push here is nonexistent. UKF's healing is mobile, infinite, does not constantly drain your MU and has an aura. It is significantly better than crates. 2. Yes? That's why I wrote just like brits. 3. No you can't without an exploit. SP drop a stack of 3 crates and you only heal 1 squad per crate. Also, unless you rolled some really nice RNG chances are you are still going to need to reinfocre lost models after retreat most of the time and medics will heal damaged models while they do that. So practically there is very little advantage here uless you want to send out not fully reinforced squads back to the field. 4. As I sad, that's a tradeoff if you got too greedy and pushed the ambo too deep and made it vulnerable. Same goes for every other thing you mentioned including crates. BTW, you can't heal while in combat and you better have at least 3 squads where you placed it, otherwise you are wasting even more MU. 5. What's the argument here? Something being better than terrible doesn't make it good. 6. See №4. 7. Do you even realise that this makes it an even bigger waste of MU in this situation? 30 per squad just to deny it to your enemy? What a bargain. 8. In the first place, you aren't even going to put in MU for healing because you want more grenades for garrison clearing and winning engagements in the early-game. See, works both ways. 9. Want me to run a test? 11. And then need to backtech for a mere 400MP + 50FU if you don't want to bleed MU like a pig the rest of the game. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem6 May 2018, 16:03 PM
Still doesn't make it a good decision.
Thank you for you concern, Katitof. Still, I'll proceed to voice my opinion regardless of the fact wether or not you think something is going to happen. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem6 May 2018, 15:45 PM
Ok, seems like I was wrong here. It is still exploit level though. I would much rather preffer them removing crates altogether and moving medics to T0. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem6 May 2018, 15:20 PM
Man this thread. "Hey guys, it's fine to have shit healing for OKW, because unlike any other faction they've got a whopping 2.5 healing options that all suck ass in a different interesting way! Just look at the tactical variety!" Mind: 1. Would you please remind me the cost of OST or UKF healing upgrade? Because I'm fairly certain that 60 MU for infinite healing is a tad bit better than 30 MU for 3 squads. But hey, that's just me. 2. Just like brits. 3. Lol, that just made my day. You don't need to blob infantry around 1 crate because you can't heal multiple units with 1 crate. Boy, what a huge advantage. 4. Ambo has a tradeoff for the ability to move freely and provide forvard healing, but let's just conviniently forget about that. Maybe it'll be added to Mittens' list of complaits along with such gems as freedom blobs being outscaled by volks and USF's inability to fight heavy armor. 5. That would just make them even more useless, wouldn't it? 6. As opposed to all those healing options that require a setup time? 7. Yes, it can. If you are feeling like gifting your enemy some free healing with your own resources, scince crates are stationary. 8. As opposed to all those non-OKW healing options that are locked behind tiers? 9. Lolno, it is not. 10. Not much advantage over brits. But than again I'd argue that any healing does not requre much micro. 11. See №1. I would gladly take soviets' healing over OKW's mess any day. In: COH2 Balance |
Thread: Why must USF be so hard to play/suck so hard?5 May 2018, 14:19 PM
Is this a troll post? I mean I know some people are biased af but this is just pure insanity. In: COH2 Balance |
Thread: small tech change to OKW to fix their healing problem5 May 2018, 01:09 AM
Personally I'm amazed by the number of people still defending this absolutely shit T1 medics system, trying to fix what is basically unsalvagable instead of just giving OKW normal healing like any other faction. In: COH2 Balance |
Thread: Spring Update - Balance thread18 Apr 2018, 11:04 AM
Oh, it's assymetrical alright. It's also really shitty and pointless. This is such a non-argument. Should we lock ambo and IS medics upgrade behind teching too? You know, because USF gets free squads and brits get cheap indestructable artillery for teching. I mean this sure does seem at least on par with the worst nondoc AT gun and MG(that you can't even build untill you've built T1 or T2 btw) in the game in T0. In: COH2 Balance |
Thread: Spring Update - Balance thread18 Apr 2018, 10:18 AM
So like brits, but 3 times instead of infinite that is still going to be in your base since medpacks cant move around like IS and you'd have to march units to their exact position each time, not to mention the risk of feeding them to your enemy if you dare to pop those anywhere near the frontline? Yep, still trash. Every other faction's healing is a fixed cost purchase that you are more or less done with once you've spent resources on it. There is no reason for OKW to have this stupid "build T1 or constantly bleed muni" system. In: COH2 Balance |