Unequal resource income
Posts: 919
They made it even worse now. Did they learn anything? Now you have the doctrinal Opel Blitz with a ressource bonus for the whole team and the nondoctrinal Kettenkrad with its upgrade that gives the bonus for the whole team too. Combine this to double the fuel amount a fuel point gives to the whole team. That is ridiculous at the bigger game modes, especially if your fuel points are near to your base. And thats the case in a lot more maps than at CoH2.
On the other side USF ha a doctrinal ability similar to the Kettenkrad. But the Weasel has to reach Vet1 first, which makes backcapping from the start pointless like you can do with Kettenkrad, because the whole thing takes too long. On top there is no thing like a Opel Blitz.
What is this nonsense? I really don't get how they could do the same mistakes again and exaggerate it even more.
Edit: Please read unequal in the title instead of unegual
Posts: 309 | Subs: 1
Back in vanilla CoH2 Wehrmacht had the Opel Blitz which could set up at a fuel point for example to give more fuel for the whole team, this could be combined with reinforcing the point to gain more fuel. Soviets only had the latter option. This lead to a big fuel advantage in the long term 3vs3 and 4vs4 games for Wehrmacht at least at the maps that hadn't fuel at the centre. After a full year they made it player specific, which was somehow fair, because a single player got a longterm fuel advantage for investing manpower and for choosing a doctrine.
They made it even worse now. Did they learn anything? Now you have the doctrinal Opel Blitz with a ressource bonus for the whole team and the nondoctrinal Kettenkrad with its upgrade that gives the bonus for the whole team too. Combine this to double the fuel amount a fuel point gives to the whole team. That is ridiculous at the bigger game modes, especially if your fuel points are near to your base. And thats the case in a lot more maps than at CoH2.
On the other side USF ha a doctrinal ability similar to the Kettenkrad. But the Weasel has to reach Vet1 first, which makes backcapping from the start pointless like you can do with Kettenkrad, because the whole thing takes too long. On top there is no thing like a Opel Blitz.
What is this nonsense? I really don't get how they could do the same mistakes again and exaggerate it even more.
Edit: Please read unequal in the title instead of unegual
But the Krad is not really good for this anymore since it requires 35 ammo now. So you need to cap points before even upgrading, which takes a while. So eventually, you will only cap front line points that then give extra resources.
Posts: 307
But the Krad is not really good for this anymore since it requires 35 ammo now. So you need to cap points before even upgrading, which takes a while. So eventually, you will only cap front line points that then give extra resources.
35 ammo mean You need to change the the capping route. instead of traight up for fuel, just go ammo point first.
Simple that is.
Posts: 1003
Posts: 919
35 ammo mean You need to change the the capping route. instead of traight up for fuel, just go ammo point first.
Simple that is.
Yes you are right. The ammunition raise is not a big deal. Especially for arranged teams it is easy to coordinate. Forward cap mid with Falls and cap nonfuel points in between with Kettenkrad and other troops. After upgrade backcap fuel with Kettenkrad.
One player takes doctrine with Opel blitz => roll out tanks earlier / roll out more tanks -> profit
No team should have access to a ressource income the other team can't have, especially if it is pretty uncounterable. If you want to balance troops around their cost across factions each faction has to have same income. A basic principle of RTS.
Posts: 17914 | Subs: 8
Resource trucks can be hunted, it also happens both allies have paratroopers capable of AT which can be dropped exactly on top of these trucks.
Posts: 1003
As of last patch, Ketten income is not really relevant if you don't lose ground.
Resource trucks can be hunted, it also happens both allies have paratroopers capable of AT which can be dropped exactly on top of these trucks.
On many maps are fuel sectors adjacted to HQ, or in safe corner position.
The idea of the AT gun droping down near enemy HQ is ridiculous. A gift for the enemy.
Posts: 17914 | Subs: 8
On many maps are fuel sectors adjacted to HQ, or in safe corner position.
The idea of the AT gun droping down near enemy HQ is ridiculous. A gift for the enemy.
Paras and commandos can just toss a nade and finish off with guns, then retreat.
Posts: 309 | Subs: 1
On many maps are fuel sectors adjacted to HQ, or in safe corner position.
The idea of the AT gun droping down near enemy HQ is ridiculous. A gift for the enemy.
He always comes up with the dumbest solutions possible...
However, I don't really think that Krad is sooo op anymore. I don't think that the idea in principle is good, but at least it will delay your early capping significantly or you won't get much out of it.
Posts: 1003
He always comes up with the dumbest solutions possible...
However, I don't really think that Krad is sooo op anymore. I don't think that the idea in principle is good, but at least it will delay your early capping significantly or you won't get much out of it.
This mechanic will do arranged teams more stronger. Simply for every map gradually caping. Infantry can rush middle sectors. And slower cap is more then enough redeemed almost double ammo/fuel income. Practically advantage only for arranged teams. GG
Posts: 919
This mechanic will do arranged teams more stronger. Simply for every map gradually caping. Infantry can rush middle sectors. And slower cap is more then enough redeemed almost double ammo/fuel income. Practically advantage only for arranged teams. GG
Yeah I do think like that too. It is way easier to execute for arranged teams.
No other competitive RTS I can think off has a similar ressource mechanic that is only available to one side. With both mechanics together you are at double fuel income, that is huge. They already understood in CoH2 that this mechanic isn't good, so they patched it away. Why bringing it up again? Did they forget? Is no one around at Relic to remember it?
Posts: 17914 | Subs: 8
Yeah I do think like that too. It is way easier to execute for arranged teams.
No other competitive RTS I can think off has a similar ressource mechanic that is only available to one side. With both mechanics together you are at double fuel income, that is huge. They already understood in CoH2 that this mechanic isn't good, so they patched it away. Why bringing it up again? Did they forget? Is no one around at Relic to remember it?
Steel Division kind of, resource income dpeends on your division choice.
Age of Empires 3 and 4 also has economies boosted in unique, inaccessible to others ways.
Posts: 3114 | Subs: 2
Steel Division kind of, resource income dpeends on your division choice.
Age of Empires 3 and 4 also has economies boosted in unique, inaccessible to others ways.
Neither are good examples for CoH.
Steel division still has a balanced economy over all phases and does not allow you to modify your economy as far as I am aware. Imbalances are meant to create attack and defense phases.
AoE is exactly the opposite: you're responsible for your own eco, which makes it easier to balance strong eco vs strong combat factions.
CoH has a pretty much fixed income. If you boost the eco, worse combat performance is mandatory, which is a problem in a game with fixed and rather low unit cap and focus on unit preservation.
Posts: 919
Steel Division kind of, resource income dpeends on your division choice.
Age of Empires 3 and 4 also has economies boosted in unique, inaccessible to others ways.
...and on top of what Hannibal said both examples are player specific. An Opel blitz giving somehow more fuel to one player as a doctrinal decision is okay, because you sacrifice other doctrinal choices. Thats how it was in CoH2 after the first year. Lately you had this kind of doctrinal ressource trucks for Soviets too.
In Coh3 this is a team boost comparable to the Opel blitz of the CoH2 release. Spending a little bit of manpower to boost the income of critical ressources for the whole team is a no-brainer. Always worth it, especially at the points close to your HQ.
Atm its really worth playing axis at least if you are an arranged team. There is a lot of balance work to do.
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