OKW Repair Speed
Posts: 1802 | Subs: 1
If you provide a replay, there are many pro strategists here willing to help.
Byt the way The most ridiculous thing is the Doctrinal "Conscript repair kit". 2 cons squad repair a heavily damaged ISU in no time.
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Posts: 2470
Posts: 63
Posts: 117
The point is that the repair truck is autorepairing way too fast.
It should.
/thread
Posts: 2819
Dang..
Posts: 63
It's really laughable, the faction with the heaviest tanks and sickest armor gets the fastest repair speed + an HQ with 'free' engineers for repairing.
Dang..
Exactly, it is this synergy that makes the late game too unbalanced and boring. One of the two factors, yes, both together...no. The monster tanks will never go away as they are too "cool", so the easiest to fix is the repair truck.
Posts: 1820 | Subs: 2
Posts: 158
all factions have rather fast rep but ostheer
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Posts: 952 | Subs: 1
OKW:
+Sturmpio repair rate
-Sturmpio double cost
++Sturmpio minesweeper/repair upgrade and vet stack
++Repair truck
USF:
++Self-repair
+Instant crit repair
Soviet:
+Vehicle self-repair
+Repair stations
+Conscript repair
Ostheer:
+elite troops can be used to vet up pioneers
-pioneers cost a fair amount more than engineers and REs for no increase in repair power
Ostheer seems to get the short end of the stick here.
Posts: 2053
Different faction repair factors:
OKW:
+Sturmpio repair rate
-Sturmpio double cost
++Sturmpio minesweeper/repair upgrade and vet stack
++Repair truck
USF:
++Self-repair
+Instant crit repair
Soviet:
+Vehicle self-repair
+Repair stations
+Conscript repair
Ostheer:
+elite troops can be used to vet up pioneers
-pioneers cost a fair amount more than engineers and REs for no increase in repair power
Ostheer seems to get the short end of the stick here.
You listed commander abilities for Soviets and Ostheer. Pretty crappy mp40's apparently cost some.
A common trend for OKW is the ability for stock tiers to contain commander-like abilities, meaning OKW is the least pressed by commander choice by already having a lot of what it already needs. :/
Usually a super-pro in many departments, such as this.
Posts: 1740
the medics and repair dudes should be purchable/upgradeable.
I don't think medics should be purchasable because the retreat point needs to be purchased too.
But I have to say the repair pios could cost 200/300 MP.
(I am playing almost axis only just saying).
Posts: 952 | Subs: 1
You listed commander abilities for Soviets and Ostheer. Pretty crappy mp40's apparently cost some.
Yeah, i'm aware. the commander abilities for soviets are included in 6 doctrines and 3 of those doctrines are good/commonly used (Armored Assault, Guard Motor, Shock Motor). as for Ostheer... there'd be nothing good to put under their name without the elite troops vetting MP40s are nice for the first couple minutes, but once you reach late game and need to pump out a couple repair squads to patch up your vehicles, those mp40s mean nothing (while the MP cost does).
Posts: 183
You listed commander abilities for Soviets and Ostheer. Pretty crappy mp40's apparently cost some.
A common trend for OKW is the ability for stock tiers to contain commander-like abilities, meaning OKW is the least pressed by commander choice by already having a lot of what it already needs. :/
Usually a super-pro in many departments, such as this.
Exactly!
Different faction repair factors:
OKW:
+Sturmpio repair rate (non-doc)
-Sturmpio double cost (non-doc)
++Sturmpio minesweeper/repair upgrade and vet stack (non-doc)
++Repair truck (non-doc)
So for OKW they have access to all of those every time you play them, no need to make choices.
USF:
++Self-repair (non-doc)
+Instant crit repair (non-doc)
Just as easy for USF to repair their vehicles due to crew repair, again available every game.
Soviet:
+Vehicle self-repair (Doctrinal except for t70 and then it cost 70 muni? (Not sure never use it since the cost is too high) to use to get back roughly 35% hp on a LIGHT vehicle.)
+Repair stations (Again doctrinal coming in the Soviet industry doctrine)
+Conscript repair (Again doctrinal coming in a few doctrines)
So for Soviets you can only ever have 1 of those bonuses you can never have 2 or all 3 you must CHOOSE. Just so my point is clear due to commander builds you can never have any of those advantages in conjunction with each other, only 1
Ostheer:
+elite troops can be used to vet up pioneers (Doctrinal)
-pioneers cost a fair amount more than engineers and REs for no increase in repair power (I agree with this, sweeper for pios should give increased repair as they will need it for soviet mines)
Ostheer seems to get the short end of the stick here.
I agree with this, it seems the non WFA factions are once again left in the dust, people need to stop saying things like you can get all these things as Soviet when you really only get access to 1 or 2 things as you can only choose 1 doctrine. It's disingenuous to put forward arguments like that as that scenario will never play out in-game in a 1v1
Posts: 2742
But what's going on here is that unless you're playing the OKW with their repair tier, or as the SU with their one specific commander doc, or it's one of the gimmicky maps with rep stations on it, you're not going to easily repair your armor.
The USF can use vehicle crews to repair, so their tanks all come with free rep units, and the Soviet Union has many doctrines, (still, doctrine though) that provide self repair, or conscript repair ability.
The only thing I notice is that the Ostheer are actually pretty freaking lacking in repairing their vehicles. They got pioneers. That's it.
I don't think there's a single Ostheer unit, doctrine, or ability that introduces alternative repair options.
Posts: 106
And wasn't there a leak recently for an Ostheer Commander (pretty sure it was Ostheer) that had a Forward HQ, but instead of heal it had repair? I tried to search for it but I can't find it.
EDIT: Here it is, Urban Assault Doctrine.
Posts: 824
A common trend for OKW is the ability for stock tiers to contain commander-like abilities, meaning OKW is the least pressed by commander choice by already having a lot of what it already needs. :/
Consider that OKW is hampered by doctrinal necessities in other areas, such as not having a non-doc HMG, very few types of non-doc build-able defenses, and having no mid-game vehicle call-ins.
Late game is ALL about the OKW getting out 1 good tank, so giving them good repair is the only way to keep it in the fight versus several tanks from other factions.
The Ostheer is definitively the weakest in repair options, Pios only plus over other support infantry is bunkers(which the fighting pit is better than with RE in it).
Posts: 513
It's really laughable, the faction with the heaviest tanks and sickest armor gets the fastest repair speed + an HQ with 'free' engineers for repairing.
Dang..
Exactly, it is this synergy that makes the late game too unbalanced and boring. One of the two factors, yes, both together...no. The monster tanks will never go away as they are too "cool", so the easiest to fix is the repair truck.
Finally...
Posts: 4301 | Subs: 2
many times, KT goes down to minimal health but double sturmpio and repair station repairs it laughably funny. stephenn did a lot of work getting kt down to very low health multiple times but that only buys him like 2 min wow.
the fact that sturm's repair speed gets stacked and repair fast means okws don't get punished for recklessly use of tanks unless actually losing them. don't really think it is fair.
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