SU industry able to toggle off MP to fuel transfer? Build?
4 Dec 2014, 02:19 AM
#1
Posts: 503
Just got commander. It's really fun but my MP income gets crippled at 3CP and I end up being MP limited instead of fuel limited. Is there a way to turn off MP to fuel conversion? If not how should I alter my build so as to take full advantage of additional fuel but less MP? Thanks.
4 Dec 2014, 02:56 AM
#2
Posts: 769 | Subs: 1
No way to turn it off, I'm afraid. I'd be interested in a change to the commander to make the ability a timer-based activation, or let you choose when to activate it. A normal toggle would probably be very OP, unless they changed the conversion rates somehow.
Probably the best solution is to avoid selecting the commander until you're ready for that conversion. It's likely also in your best interests to try and end the game quickly by rushing out a t70 or two, followed by t34s, and just shut the enemy down. Doesn't really make for a very fun game though, so probably best to leave this commander to team games.
Probably the best solution is to avoid selecting the commander until you're ready for that conversion. It's likely also in your best interests to try and end the game quickly by rushing out a t70 or two, followed by t34s, and just shut the enemy down. Doesn't really make for a very fun game though, so probably best to leave this commander to team games.
8 Dec 2014, 17:53 PM
#3
Posts: 344
It suck, I played 4v4 with this commander and had alot of fuel but no MP...
8 Dec 2014, 18:16 PM
#4
Posts: 612
Best way I have come up with is start floating man power around 3 CPs and dont activate the commander until 6 if you can afford to. Make sure you throw down your tech before you activate it, you might even consider spending some of that fuel while you are trying to float.
When you float you should have around 1k manpower in the bank when you activate, that way you can pump out a tank at every fuel interval for the next half hour or so unless you suffer heavy losses.
Make sure you use your armor more than your infantry, repairable damage is taken is free, Loosing models is not
When you float you should have around 1k manpower in the bank when you activate, that way you can pump out a tank at every fuel interval for the next half hour or so unless you suffer heavy losses.
Make sure you use your armor more than your infantry, repairable damage is taken is free, Loosing models is not
9 Dec 2014, 05:32 AM
#5
Posts: 3552 | Subs: 2
Observations:
1) Be very careful what you build starting out, Conscripts will often bleed manpower and take up too much fuel for their upgrades and delay your early tanks. You don't want to spend too much in the early game or upkeep and reinforcement will be a problem later
2) You have loads of munitions and little very obvious to spend them on (there isn't any need to spam repair stations like I see people do). Mines and Demo charges will be very helpful
3) As noted above you may wish to delay activating it
4) Like with all medium tanks you need to be careful with the first few until you get critical mass
5) M5s will help deal with Shrek blobs
6) If any of your teammates have mark target that will be very useful
The rest is theory-crafting because I haven't tried this in game yet but:
7) Should synergise well with heavy US play in Team Games (ie More than 1 of them) because then you have to win quick
8) It's tempting to think that the idea is to push out tanks as fast as possible and not care too much about losing them.
I'm coming to the conclusion that that is a bad idea because you won't have the MP to replace them easily and that you have fantastic repair abilities for a reason
9) If you concentrate on running a "normal" economy you will have a bunch of fuel you cannot use; this is liberating because you can have respectable income without controlling much territory. All that matters then is playing aggressively and only caring about the VPs and the enemy's cut-off, at which point your tanks VET 1 ability actually becomes handy.
Effectively you are like a reverse OKW - they have plentiful MP but limited FUEL, you tend to have the opposite. So in both cases denying territory to the enemy is often more useful than taking it for yourself
1) Be very careful what you build starting out, Conscripts will often bleed manpower and take up too much fuel for their upgrades and delay your early tanks. You don't want to spend too much in the early game or upkeep and reinforcement will be a problem later
2) You have loads of munitions and little very obvious to spend them on (there isn't any need to spam repair stations like I see people do). Mines and Demo charges will be very helpful
3) As noted above you may wish to delay activating it
4) Like with all medium tanks you need to be careful with the first few until you get critical mass
5) M5s will help deal with Shrek blobs
6) If any of your teammates have mark target that will be very useful
The rest is theory-crafting because I haven't tried this in game yet but:
7) Should synergise well with heavy US play in Team Games (ie More than 1 of them) because then you have to win quick
8) It's tempting to think that the idea is to push out tanks as fast as possible and not care too much about losing them.
I'm coming to the conclusion that that is a bad idea because you won't have the MP to replace them easily and that you have fantastic repair abilities for a reason
9) If you concentrate on running a "normal" economy you will have a bunch of fuel you cannot use; this is liberating because you can have respectable income without controlling much territory. All that matters then is playing aggressively and only caring about the VPs and the enemy's cut-off, at which point your tanks VET 1 ability actually becomes handy.
Effectively you are like a reverse OKW - they have plentiful MP but limited FUEL, you tend to have the opposite. So in both cases denying territory to the enemy is often more useful than taking it for yourself
10 Dec 2014, 07:58 AM
#6
Posts: 2070
toggling would be awesome, but would probably be op
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