OKW Economy.
Posts: 1838 | Subs: 17
Posts: 4301 | Subs: 2
Posts: 440
Posts: 889 | Subs: 1
Posts: 1664
I think a mix of the old system and the new would be nice. "X%" resource income but the trucks grant small resource bonuses on any points held like a Cache or Opel Blitz Truck would.
Posts: 1384
Well guys I just don't understand why OKW still has 2/3 resource income compare to the rest of the factions. In Alpha the trucks gave more resource when locked down now they don't so it doesn't see to make any sense that they should still have 2/3 resources. Discuss.
Does it matter when their units/abilities/vehicles etc are balanced around it? Let's not go changing it if it ain't broke.
Posts: 1571
OKW is loaded with elite infantry, elite abilities, and elite armor units.
However, to me the design problem is not the economy. It's impractical vehicle units. The Luchs, rocket HT, Sturmtiger, King Tiger, IR halftrack, and JagdTiger are rarely built.
Only the 20mm HT, Puma, Jagdpanzer IV, and Panther are built on a regular basis.
Also, the infantry gun doesn't see much action. So OKW is much about elite infantry.
Come to think of it, I really should build the IR halftrack more.
Posts: 2779
Posts: 875 | Subs: 6
Posts: 1571
Also, IR HT + Jagdpanzer
IR HT is quite OP in teamgames, especially in blizzard, and sometimes it bugs out and reveal the whole map like a true maphack.
Posts: 97
on a side note giving trucks some role would be rly cool right now those are mostly good for early scouting and then your stuck with those sitting at your base
Posts: 807
Well guys I just don't understand why OKW still has 2/3 resource income compare to the rest of the factions. In Alpha the trucks gave more resource when locked down now they don't so it doesn't see to make any sense that they should still have 2/3 resources. Discuss.
I don't like the OKW resources system eather, but I guess PewnageMachine it's right, unfortunately. I woudn't say "the most cost effective" though, I would say "probably the best units" in the game.
What OKW lacks, it's a good old medium tank. Every faction has it unless okw. Puma can't be counted in this cathegory, even if it's efficient against vehicles.
It's true that a resources secure + boost system for trucks would be interesting but I guess it would be also OP.
One thing I must say though. Makes no sense to be able to deploy your truck anywhere on the map in friendly territory and the plot of land where it seats not being locked against enemy caping. It must be locked, even if this will not provide a resources boost.
Posts: 4928
Instead it turned out to be a J (apparently modeled after an H) that's only doctrinal, and only in a rare doctrine.
Posts: 62
Posts: 17914 | Subs: 8
You do know about the resource conversion truck?
The one that allows you normal fuel income at the cost of muni?
OKWs economy resolves around that truck and managing it.
Also, you can get fuel boosts from wrecks(even still some neutral work) and team weapons, which I never see you scavenge.
Posts: 379
Also, if it's balanced then I don't think it's an issue.
I'm glad some of the suggestions earlier in this thread haven't been taken up. I really don't want to see Brits in CoH2.
Posts: 17914 | Subs: 8
Didn't play alpha, but it sounds like they did adjust the resources after the lockdown change.
Also, if it's balanced then I don't think it's an issue.
I'm glad some of the suggestions earlier in this thread haven't been taken up. I really don't want to see Brits in CoH2.
Back in alpha trucks boosted income of points to normal 100% level, but all other points gave only 1/3.
This led to extremely boring and cheap meta of locking down 3 sectors, being incredibly campy, ignoring all the map and going constantly for opponents cut off.
The change and system we have now makes map control as important for OKW as for other factions, so camping is not as rewarding anymore and you can still manage your resource by the conversion truck.
In short, what we have now is incomparably better then what we had in alpha.
Posts: 1026
Posts: 17914 | Subs: 8
What's odd to me is that after the changes from the Alpha, why they didn't just scale up the fuel costs of everything and let them have normal resource income to correspond to that. The only difference between that and now is that now if you have an Ostheer player who can give fuel to you with their doctrine (LW supply or whatever), the fuel they give you is proportionally more valuable.
It always was more profitable to use luftwaffe drops.
On average, with old and with new systems on half map you got the same amount of income as with the new one(actually new system is slightly more rewarding).
Difference is, as I've said, in old system it was all about campfest and with new, its important to have map control.
Posts: 420
2. Tech costs are much lower compared to other factions -> Even with reduced income. Your 1st tank e.g. JP4 comes at the same time as a t34. (if you don't waste fuel on other stuff)
3. As OKW you will have overall less vehicles, but they can reach 5 levels of veterancy to compensate this, so unit preservation is very important.
Livestreams
28 | |||||
10 | |||||
234 | |||||
31 | |||||
2 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
40 posts in the last month
Welcome our newest member, Blesofsk
Most online: 2043 users on 29 Oct 2023, 01:04 AM