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FRP

12 Feb 2022, 06:20 AM
#21
avatar of GachiGasm

Posts: 1116 | Subs: 1


So to sum up, FRPs are fine and well adjusted and contribute another layer to the strategy in the Real Time Strategy game


Are you speaking about forward reinforcement or forward retreat points?

Forward reinforcement, has no harm in itself and its a fine mechanic.

Forward retreat points, on the other hand brings only harm and actually removed a lot of strategy layers from the game.

Hell just look how Ostheer\Sov and WFA factions have to play. In teamgames ofcouse, since in 1v1\2v2 FRPs arent used, which is actually funny for the game balanced around 1v1. I still dont understand why FRPs which arent affecting 1v1\2v2 but fucking up 3v3\4v4 never were nerfed to the ground or completly removed.

As Ostheer you can have reinf\med bunker yes but you also cant retreat, you have to use soft retreats, meaning that you have to micro and play with your units just as if there was no reinf point. If you mass retreat chances that you lose your bunker are super high, because its easy to kill. Depending on the faction you play against, you have to cover your flanks because again bunker is very vunerable.

As Soviets you can use M5, which usually have to be either exposed to reinforce during the fight or you again have to use soft retreats and micro your units.

And finally look at how WFA works. You litteraly can place your FRP in somewhat safe place which wont be in reach of inderect fire units placed near frontline, but still relatively close to the main action. And thats it, you dont have to think about anything. Where ost\sov will be punished by bad retreat choses, WFA factions arent punished what so ever.

Whole idea of "forcing enemy to retreat" as a general tactical win, is completly thrown out of the window, just because you dont really care if OKW\UKF\USF are retreated because you know they will be back in a blink of the eye.

There is imo not a single redeeming factor for FRP as it stands, besides maybe it make game more action packed, but its more action packed in a garbage way, because it forgives not only a bad play, but actually promotes the way of playing which CoH arent really about.
12 Feb 2022, 13:55 PM
#22
avatar of Katukov

Posts: 786 | Subs: 1


And finally look at how WFA works. You litteraly can place your FRP in somewhat safe place which wont be in reach of inderect fire units placed near frontline, but still relatively close to the main action. And thats it, you dont have to think about anything. Where ost\sov will be punished by bad retreat choses, WFA factions arent punished what so ever.

Whole idea of "forcing enemy to retreat" as a general tactical win, is completly thrown out of the window, just because you dont really care if OKW\UKF\USF are retreated because you know they will be back in a blink of the eye.

There is imo not a single redeeming factor for FRP as it stands, besides maybe it make game more action packed, but its more action packed in a garbage way, because it forgives not only a bad play, but actually promotes the way of playing which CoH arent really about.


brother, the WFA can be punished extremely hard with indirect artillery. OKW headquarters cant be moved, and if moved too close, certain allied players will keep track of their blobs retreating, and then decimate the said reinforcement point once there are forces there.

bad USF players can put their major retreat point close to the frontline, so they can blob asap. This strategy falls apart once axis get rocket artillery, they will throw recon and will decimate the whole army. If retreat point is further, then LEFHs will hit instead.

UKF players often have the safest allied reinforcement placements, but LEFH 18s can target them once spotted, and UKF players often have to build another point somewhere else, wasting MP
12 Feb 2022, 16:15 PM
#23
avatar of GachiGasm

Posts: 1116 | Subs: 1

jump backJump back to quoted post12 Feb 2022, 13:55 PMKatukov


brother, the WFA can be punished extremely hard with indirect artillery. OKW headquarters cant be moved, and if moved too close, certain allied players will keep track of their blobs retreating, and then decimate the said reinforcement point once there are forces there.

bad USF players can put their major retreat point close to the frontline, so they can blob asap. This strategy falls apart once axis get rocket artillery, they will throw recon and will decimate the whole army. If retreat point is further, then LEFHs will hit instead.

UKF players often have the safest allied reinforcement placements, but LEFH 18s can target them once spotted, and UKF players often have to build another point somewhere else, wasting MP


Even if you look at maps like Red\White ball, there are places where you can put your retreat points, which wont be even in range of rocket arty, unless in dive. LeFH\ML-20 can bombard them thats true, but the same way on somemaps ML-20\LeFH can easily bombard the base sector anyway.

Its not the point that you sometimes, on some maps, in certain situations, wipe out the whole OKW\USF\UKF blob with inderect fire. I'il even say that, unless you use Howis, more ofter then not, in order to make good rocket barrage on retreat point you already have to beat the enemy in some way.

Not to mention that if you have easy access to barrages on FRP, its the enemy placing it wrong in a first place.

What I was talking about is the FRP mechanic in its core, and what it brings into the game and how it affects the gameplay. I've yet to see at least one redeeming quality and why they are good for the game.
16 Feb 2022, 14:17 PM
#24
avatar of donofsandiego

Posts: 1379

jump backJump back to quoted post10 Feb 2022, 18:23 PMVipper

With not particular order Ostheer bunker, Forward assembly, ambulance, OKW T1.


Two of those are FRPs. As far as I know, FRP means "Forward Retreat Point" in COH2, not "Forward Reinforce Point".
16 Feb 2022, 16:17 PM
#25
avatar of d0ggY
Senior Caster Badge

Posts: 823 | Subs: 3

As someone who doesn't play larger game modes - are there specific FRPs you have in mind? I rarely see them used in 2v2 as the penalty to reinforce time is pretty punishing. Halftracks and anything else that isn't a true retreat point are pretty squishy. In my mind the OKW Med truck is probably the most likely offender as it's both sturdy and usually better protected with Flak Gun. Obvious tradeoffs of course with risking your tech structures and the significant resource investment.

In regards to COH3... if I see another faction with truck teching I will personally go to Canada and burn down Relic studios (kidding obviously but barely )


You have seen the SP Alpha, there are brits. USF Design is really close to coh1. If the same Route is followed for Brits.. You get a Truck ! :P
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