You suddenly forgot weapon racks cost fuel too?
what gave you that impression???
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You suddenly forgot weapon racks cost fuel too?
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If you don't want to factor in costs of racks, you can't factor in costs of reinforcing that 5th gren.
Sorry, no double standards.
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OK, how would you factor the cost of rax every individual rifle men/any other unit. I would like to hear it. If you don't reply I'll simply take this as straw man argument.
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Timing is also a measurement of units strength and potency and 7 man cons arrive much later then 5 man grens.
That is a simple fact.
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The game doesn't end when both players have fully teched idiot. that makes no sense why at late game a new cheaper 7-man cons should be any better than a new 5-man gren.
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Timing is also a measurement of units strength and potency and 7 man cons arrive much later then 5 man grens.
That is a simple fact.
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Conscripts 7 men timing has very little to do with a thread about Ostheer commander revamp.
5 men grenadier cost 270 manpower/ 60 munition, that same way 7 men conscripts cost 258 / 50 munition.
That is a simple fact.
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If you have any useful input about Ostheer commander revamp feel free to add.
Exactly.
So why are you comparing them out of sudden, like it did, when you yourself said its irrelevant?
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The usual.
Cost of upgrade divided by amount of units that will likely benefit from it.
In USF case, 6 would be a good number.
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I'll let you figure out on your own why that is not a good way of factoring the cost.
If you have any useful input about Ostheer commander revamp feel free to add.
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In the meantime, I'll grow old waiting for you to come up with a good excuse why.
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Like I said, i'll let you figure out your self. Or are you saying you are not smart enough to do that in reasonable amount of time.
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The usual.
Cost of upgrade divided by amount of units that will likely benefit from it.
In USF case, 6 would be a good number.
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...
My input is, since writing is your strength, not reading, 5 man grens are balanced now for their timing.
You want to see them being stronger again? Then delay them.
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You still keep perpetuating this as if it was the only way to do and as if there were no arguments against it.
So I'll just keep pointing out that most Allied side techs are meant to delay the main tech, so the costs are also there to delay the main tech.
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You still keep perpetuating this as if it was the only way to do and as if there were no arguments against it.
So I'll just keep pointing out that most Allied side techs are meant to delay the main tech, so the costs are also there to delay the main tech.
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snip
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I'll make it short since this is a rather off topic discussion and we've had it plenty of times before:
Adding side tech cost for Allies only is completely misleading. Allied infantry is meant to have side techs by design, they need it to be competitive. The cost of those side techs as well as unit timings have been balanced with Allied main tech (that's why the pure Allied main tech path is cheaper than Axis counterparts). When the side tech has to be bought matters for balancing, but not for the overall point.
So you have two choices for comparison between Allied and Axis squads: Either add side techs to the main tech cost. Or as you say, add it to the unit cost. But then split some arbitrary amount of Axis tech cost to weapon upgrade/nade unlock etc as well. Because this is part of what their teching benefit, but Axis does not have a choice while doing so.
So finally after all that back to 5 men Grens:
Factoring in the costs here is okay, because you get them regardless of teching or any other condition. They have been balanced towards the LMG alternative, not the timing of another unit.
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I have an Idea for revamping the German Mechanized Doctrine.
German Mechanized Doctrine
0cp: 250 ht
2cp: Mechanization Training(new ability): Allows pioneers to
do critical repairs similar to USF vehicle crews, and gives
grens and upgrade this upgrade gives grens combined arm
ability.
5cp: Motorized equipment(new ability): Gives all vehicle 2
upgrade mutually exclusive between spotting scopes and smoke
discharge also allows pioneers to build repai bunkers.
7cp: P4 command Tank
8cp: LeFH 18.
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