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russian armor

OKW Repair Speed

7 Nov 2014, 04:10 AM
#41
avatar of akula

Posts: 589

jump backJump back to quoted post6 Nov 2014, 11:25 AMSpanky
the medics and repair dudes should be purchable/upgradeable.


maybe even make them be purchased one by one to a maximum of "x"
7 Nov 2014, 04:41 AM
#42
avatar of dasheepeh

Posts: 2115 | Subs: 1

jump backJump back to quoted post5 Nov 2014, 20:56 PMRMMLz
The point has been made by other guys. Stpios are very expensive, die quite fast (specially under enemy fire) and you have to use them in the front lines unlike other builder units.
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.


do they tend to commit suicide when not under enemy fire? they need some therapists.
7 Nov 2014, 07:58 AM
#43
avatar of RMMLz

Posts: 1802 | Subs: 1



do they tend to commit suicide when not under enemy fire? they need some therapists.


:lolol::lolol::lolol::lolol:
My bad, I meant while repairing under enemy fire. They also tend to bunch up and sometimes get one-shotted by indirect fire or a tank shot.
7 Nov 2014, 08:33 AM
#44
avatar of armatak

Posts: 170

OKW repairing needs a nerf for sure.

Heavy armor can just roll back and get in before your infantry has the time to retreat and get back to the front on most maps.
7 Nov 2014, 09:01 AM
#45
avatar of Australian Magic

Posts: 4630 | Subs: 2

Many times I hit JT with 3vet B4 and it was like, OK, now I/we can push a little with KV1/Shermans. Pushed 1 point and JT showed up with ful health o.O It took 1 min to reapir from almost 0 to full.

Ostheer needs some buff.
7 Nov 2014, 13:14 PM
#46
avatar of GreenDevil

Posts: 394

OKW have extremely potent repairs without giving anything up for it and on top of that, free repair station on cheapest in game tier building unlike all other armies which have no such convinience, you might want to attempt to compare it to USF, but they don't have super heavy armor they could bring up to full health in no time.


Katitof, you are so Allied bias it's no longer funny. You really need to be more objective instead of every single post complaining about poor Allies.
7 Nov 2014, 13:43 PM
#47
avatar of aradim

Posts: 110

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:


Ostheer:




ftfy
7 Nov 2014, 14:04 PM
#48
avatar of über alles

Posts: 85

Sturmpios repair rate should be down by 30/40%

And some people say "you can get 2 engineer for one Sturmpio to balance!!"
First, it's wrong (340 for 2 engineer vs 320)
+ Pioners gain repair speed with mine sweeper (Engineer can't)

So for 2 Pioneers squad you need 5/6 Engineer squad

And it's by FAR less penalizing to have 2 squad of pioneers than 5/6 squads of engineers.
At least Sturmpios can fight

So it needs an huge nerf asap.
Vaz
7 Nov 2014, 16:06 PM
#49
avatar of Vaz

Posts: 1158

is there not an upkeep penalty related to repair speed in this game? I think that worked well in coh1.
7 Nov 2014, 16:13 PM
#50
avatar of WhySooSerious

Posts: 1248

Sturmpios repair rate should be down by 30/40%

And some people say "you can get 2 engineer for one Sturmpio to balance!!"
First, it's wrong (340 for 2 engineer vs 320)
+ Pioners gain repair speed with mine sweeper (Engineer can't)

So for 2 Pioneers squad you need 5/6 Engineer squad

And it's by FAR less penalizing to have 2 squad of pioneers than 5/6 squads of engineers.
At least Sturmpios can fight

So it needs an huge nerf asap.


but Sturmpios are more expensive in every way. Kappa
7 Nov 2014, 21:47 PM
#51
avatar of AchtAchter

Posts: 1604 | Subs: 3

Sturmpios repair rate should be down by 30/40%

And some people say "you can get 2 engineer for one Sturmpio to balance!!"
First, it's wrong (340 for 2 engineer vs 320)
+ Pioners gain repair speed with mine sweeper (Engineer can't)

So for 2 Pioneers squad you need 5/6 Engineer squad

And it's by FAR less penalizing to have 2 squad of pioneers than 5/6 squads of engineers.
At least Sturmpios can fight

So it needs an huge nerf asap.


why haven't you read my post on page 1?

Sturmpios popcap = 9 (repairs 3 health per sec)
Engi/Pio = 5 (repairs 1,4 health per sec)

You don't take into account that with two pios/engis you can cap 2 points at the same time, or lay two mines at the same time or repair while laying a mine/capping a point.
8 Nov 2014, 01:20 AM
#52
avatar of ZombiFrancis

Posts: 2742

I don't think it necessarily has to do with which factions get the best repair to manpower/pop cap ratio, but how the OKW faction appears to be noticeably more able to repair and return their heaviest units to the battlefield.

And this, I think, has to do with forward retreat points and sturmpioneers being effective frontline soldiers. It means that they're always going to be close at hand for any OKW player.

Ostheer and Soviets have to drag their engineers often from their base because every non-OKW faction's repairers are terrible in combat. And though the USF has forward retreat points, rear echelon can't stand up to anything, and they don't have anything substantial to repair in the first place.

Or perhaps OKW units could lose maximum health as they repair?

Regardless I honestly feel that ALL factions should have an at least minor manpower penalty for repairing.
8 Nov 2014, 02:54 AM
#53
avatar of WhySooSerious

Posts: 1248

sturmpios are close range units like assgrens except they cost more popcap
8 Nov 2014, 04:00 AM
#54
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post7 Nov 2014, 16:06 PMVaz
is there not an upkeep penalty related to repair speed in this game? I think that worked well in coh1.


Repair upkeep would hurt everything but heavy tanks.
Vaz
8 Nov 2014, 04:15 AM
#55
avatar of Vaz

Posts: 1158

That doesn't make sense to me, can you elaborate?
8 Nov 2014, 04:36 AM
#56
avatar of HazardousKing

Posts: 32



Repair upkeep would hurt everything but heavy tanks.


for same health tanks it would cost the same upkeep, for lower health tanks it would cost less but there are some mediums with similar health to heavies, perhaps a cost per HP*armour might work
8 Nov 2014, 05:22 AM
#57
avatar of QueenRatchet123

Posts: 2280 | Subs: 2

Permanently Banned
sturms rep to fast...
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