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russian armor

Repairs - no bleed.

30 Sep 2014, 15:05 PM
#1
avatar of Australian Magic

Posts: 4630 | Subs: 2

In many threads there is one problem that goes around and comes around. I was thining about that for a while and I figuerd out few ideas.

1. -5% fuel income for each Engi when repairing
2. 10fuel for engi squad that start repairs
3. -20% fuel income for each Engi when repairing but with each veterancy level that number would be reduced by X% - but personally I do not like it.
4. -20% Manpower for each Engi when repairing
5. Repair button which cost around 10-40fuel (depends what unit we are talking about) and only after paying this price engi are able to repair
6. Any ideas?

I like the first one most. Maybe not exactly this number and for each engi but something like this.
I hope such solution would stop army of 2 KT's and 5 engi squads and what is more important we would see less rushes with Tiger, IS or King Tiger almost to dead and reatreat to repair bacause you don't want to spend extra fuel sa you need to use combined army to reduce probability of huge damage that heavy vehicles may take.


30 Sep 2014, 15:08 PM
#2
avatar of Brachiaraidos

Posts: 627

How about we just give tanks fuel upkeep?

How about that?
30 Sep 2014, 15:53 PM
#3
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
How about we just give tanks fuel upkeep?

How about that?


+10000000000000000000000000000000000
30 Sep 2014, 15:54 PM
#4
avatar of Australian Magic

Posts: 4630 | Subs: 2

How about we just give tanks fuel upkeep?

How about that?



I was thinking and thinking, looking for some complitaced answer while there is very simple solution :clap:
30 Sep 2014, 16:20 PM
#5
avatar of Omega_Warrior

Posts: 2561

This system wouldn't change anything unless mediums were somehow easier to repair then heavies.

I would be more in favor of fuel upkeep. The current popcap upkeep doesn't do the job. It's a relic from Vcoh that doesn't work since they made call ins cost fuel.
30 Sep 2014, 16:27 PM
#6
avatar of Australian Magic

Posts: 4630 | Subs: 2

This system wouldn't change anything unless mediums were somehow easier to repair then heavies.

I would be more in favor of fuel upkeep. The current popcap upkeep doesn't do the job. It's a relic from Vcoh that doesn't work since they made call ins cost fuel.


And like I said in one point, cost should be different , depens what vehicle we are reparing (light/medium/heavy/very heavy).
30 Sep 2014, 16:28 PM
#7
avatar of MadeMan

Posts: 304

Is this a 4v4 specific problem? I can't help but think it is.

I figured the natural penalty for having to repair vehicles is tying up the vehicle AND the repair squads who can't cap/fight/mine while doing it. It's a time penalty, which is also a resource.
30 Sep 2014, 16:34 PM
#8
avatar of gunther09
Donator 22

Posts: 538

How about we just give tanks fuel upkeep?

How about that?


nice one!
+1
30 Sep 2014, 16:58 PM
#9
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post30 Sep 2014, 16:28 PMMadeMan
Is this a 4v4 specific problem? I can't help but think it is.

I figured the natural penalty for having to repair vehicles is tying up the vehicle AND the repair squads who can't cap/fight/mine while doing it. It's a time penalty, which is also a resource.


In 4v4 it's often to see 2-3 heavy vehicles which kill everytinh on their path, make enemy bleed, and when hp bar is lower than 50% they just reverse to point where 3-4 engi squads are reparing those heavies. It's really frustrating. Getting vet, killing enemies, no bleed, no penalty for bringing KT to 10% hp.
30 Sep 2014, 21:50 PM
#10
avatar of Volsky

Posts: 344

Drop the population max to 50.

Revert the pop of the mediums etc to vCoH levels (8 pop Sherman or Pz IV, 4 pop Stug ftw).

Ta da, now KT/Jagd armies are a thing of the past (26 pop each, and fielding one = very limited support).

Doh.
30 Sep 2014, 22:23 PM
#11
avatar of ASneakyFox

Posts: 365

a passive fuel cost to tanks wouldnt make any sense. fuel is pretty much only used to buy tanks. so any balancing factor that included fuel upkeep would cross itself out, itd just go from figuring out proper fuel costs for tanks to figuring out proper fuel upkeep for tanks.

however a small cost for repairing tanks could make sense, its how it was in coh1, and it matches how you "repair" infantry (spending manpower to repurchase individual men). i dont get why it was removed in coh2.
1 Oct 2014, 06:38 AM
#12
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
fuel upkeep sounds so stupid, this isn't even a problem
1 Oct 2014, 07:51 AM
#13
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
fuel upkeep sounds so stupid, this isn't even a problem


I guess mp upkeep is stupid too? :S
1 Oct 2014, 08:10 AM
#14
avatar of tengen

Posts: 432



I guess mp upkeep is stupid too? :S


As a matter of fact, the current CoH2 MP upkeep is quite heavy-handed. The current supertanks at 25 pop will eat up 37.5 MP per minute, which does add up significantly. CoH2 doesn't reward unit preservation nearly enough.
1 Oct 2014, 14:34 PM
#15
avatar of Airborne

Posts: 281

No, feul upkeep. it makes games only dull.
just like shooting cost ammo,
1 Oct 2014, 15:04 PM
#16
avatar of MadeMan

Posts: 304



In 4v4 it's often to see 2-3 heavy vehicles which kill everytinh on their path, make enemy bleed, and when hp bar is lower than 50% they just reverse to point where 3-4 engi squads are reparing those heavies. It's really frustrating. Getting vet, killing enemies, no bleed, no penalty for bringing KT to 10% hp.


I thought so, I still think that throttling the resources for team games is the way to go. I imagine this would solve so many issues, although who knows, maybe Relic tried it and it had all sorts of other consequences.
1 Oct 2014, 15:07 PM
#17
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