Well its your opinion that its "unfair" not everyone elses. So either take steps to deal with it in game, change faction, or go play something else you think is a better RTS.
+1 to that.
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Well its your opinion that its "unfair" not everyone elses. So either take steps to deal with it in game, change faction, or go play something else you think is a better RTS.
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AM is right in saying that forward retreat point's effectiveness and fairness differs extremely greatly depending on the map. On some maps, it allows you to get back in the fight right away when the enemy would need at least a minute.
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A too drastic change. WFA armies need to be different by vanilla armies with everything they can. That involves FRT (forward retreat point) also. And it's not an advantage or a disadvantage. It's a way of playing the game. Vanilla factions have reinforcement on the field (from mobile units - vehicles). WFA factions doesn't have that. So they need to have something in compensation, but different somehow. There you are.
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USF has both, ambulance and M3.
Problem with forward points is that foments blobbing and reduces effectiveness of forcing units to retreat. But this is how they were designed :/
On the meantime, i would rather improve counters (LefH and Panzerwerfer) and maybe give some options on the doctrinal units in the case of Vcoh2. Example:
-FHQ
-Replace vet1 (medkits) Arty field officer with a muni ability (something like an AoE on me retreat).
-Commisars.
Although the advantages of retreat points on the front on larger modes remains the same, due to size of the maps.
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i could see it being okay, but it would need to cost fuel
and the sovies forward headquaters needs to be removed from the doctrine and made a upgrade at the HQ reguardless of commander, for fuel of course.
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As much as I would love to see FRPs removed, Major would have to become Major Buff (see the pun? DO YOU SEE IT GOD DAMMIT!?) and I don't really have any idea of how could that be changed for OKW.
Nothing encourages and rewards blobbing while greatly mitigating bad decision and ensuring field presence like hard Forward Retreat Points. On field you should always soft retreat or bail back to your base. I don't see soviets running to FHQ despite it having twice the medics, aura and reinforcing ability.
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Sov can reinforce anywhere with M5 Half-track (friendly territory) + merge but they can't heal on the field.
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But there is one problem with it.
Ambulance/251/Med truck - in fact you dont sacrafice anything.
You always have access to Ambu or 251 and at some point you have to make med truck but Soviets need to sacrafice Katy and SU. It's like taking 251 would mean that you are resigning from Panzer IV or Panther/Brrumbar/PzWefer in teamgames since in 1v1...
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Kinda agree with what you said, especially with the part with improving counters. What artillery ment in vCoh and what it means in COH2
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Why don't you take any parameters in account?
Ostheer can reinforce really soon anywhere in the field (friendly territory only) with sdfk 251
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