OKW Tech Cost Ideas
13 Sep 2015, 12:05 PM
#21
13 Sep 2015, 12:15 PM
#22
Posts: 102
Playing and preying on typos means you have no counter argument or anything of value to add. T2/T3 does not cost any fuel as you start with 40 fuel. T2 is too god to be cost free as it auto-heals the doomblob and is too durable for a forward point.
Slight fuel cost reduction and Mp increase for MechHQ would be an interesting change as it would encourage OKW players to actualy spend fuel and build vehicles instead of "nah don't need to ma Puppchen/shrecks deal with anything, imma make sure they remain healthy and strong by deploying the med truck first"
T4 is also too cheap and IMO a panther arriving earlier than a t3476, sherman is quite wrong LMFAO
Slight fuel cost reduction and Mp increase for MechHQ would be an interesting change as it would encourage OKW players to actualy spend fuel and build vehicles instead of "nah don't need to ma Puppchen/shrecks deal with anything, imma make sure they remain healthy and strong by deploying the med truck first"
T4 is also too cheap and IMO a panther arriving earlier than a t3476, sherman is quite wrong LMFAO
13 Sep 2015, 15:12 PM
#23
Posts: 770
Playing and preying on typos means you have no counter argument or anything of value to add. T2/T3 does not cost any fuel as you start with 40 fuel. T2 is too god to be cost free as it auto-heals the doomblob and is too durable for a forward point.
Who gives a fuck? its only vg's at this point
Slight fuel cost reduction and Mp increase for MechHQ would be an interesting change as it would encourage OKW players to actualy spend fuel and build vehicles instead of "nah don't need to ma Puppchen/shrecks deal with anything, imma make sure they remain healthy and strong by deploying the med truck first"
If said vehicles where worth getting. and at this moment they are not.
T4 is also too cheap and IMO a panther arriving earlier than a t3476, sherman is quite wrong LMFAO
And? its just a TD. many TD's arrive before the medium armour hit the field.
13 Sep 2015, 15:30 PM
#24
1
Posts: 764
...T2/T3 does not cost any fuel as you start with 40 fuel....
T4 is also too cheap and IMO a panther arriving earlier than a t3476, sherman is quite wrong LMFAO
Soviet also start with the fuel to get T1 / T2, should that be increased as well?
Btw.: let's debunk your assumption:
USF:
T3tech 170-180 (LT / Capt)
unit 110 (Sherman)
== 280-290
OKW:
T3tech 120
unit 202.5 - 262.5 (P4 / P5)
== 322.5 - 382.5
Now consider that every additional tank is way more pricy.
This is how OKW is intended to be played: good tech building with a fancy feature, rather cheap tech, but costly vehicles in the long run.
13 Sep 2015, 18:23 PM
#25
Posts: 8154 | Subs: 2
Soviet also start with the fuel to get T1 / T2, should that be increased as well?
Btw.: let's debunk your assumption:
USF:
T3tech 170-180 (LT / Capt)
unit 110 (Sherman)
== 280-290
OKW:
T3tech 120
unit 202.5 - 262.5 (P4 / P5)
== 322.5 - 382.5
Now consider that every additional tank is way more pricy.
This is how OKW is intended to be played: good tech building with a fancy feature, rather cheap tech, but costly vehicles in the long run.
1- USF starts with 15 fuel (?)
2- You would expend 10f for the ambulance and 15-25f for either nades/bar-zook
3- Base income is equal to all factions, meaning that OKW it's closer to .7 rather than .66 (Makes difference on the long run)
4- OKW P4 arrives at 307f and the Sherman at 290/300f. On teamgames, assuming medics from other allies, relying on flamers/1919s, then it goes to 265/275f.
13 Sep 2015, 19:57 PM
#26
1
Posts: 764
1- USF starts with 15 fuel (?)
2- You would expend 10f for the ambulance and 15-25f for either nades/bar-zook
3- Base income is equal to all factions, meaning that OKW it's closer to .7 rather than .66 (Makes difference on the long run)
4- OKW P4 arrives at 307f and the Sherman at 290/300f. On teamgames, assuming medics from other allies, relying on flamers/1919s, then it goes to 265/275f.
1 + 2: Not included due their nature of unlocking goodies. Personally i assume they unlock at least one "small tech". Depends heavily on mode and player of course. Anyways, tried to make a point that it's impossible to have a Panther before a Sherman in decently balanced games. Same goes for Soviet T4 btw.
3. COH2 rounds the displayed number up.
Example: 4 CPs + 1 fuel + base = 16.6... income, not the displayed 17. Nevertheless, we talk about a difference of approx 10 fuel after 30 (!) minutes, between the displayed value, and the actual one. Neglectable difference in the first place.
4. Your P4 is off (not that it really matters), otherwise see 1-3.
14 Sep 2015, 00:23 AM
#27
Posts: 8154 | Subs: 2
3. COH2 rounds the displayed number up.
Example: 4 CPs + 1 fuel + base = 16.6... income, not the displayed 17. Nevertheless, we talk about a difference of approx 10 fuel after 30 (!) minutes, between the displayed value, and the actual one. Neglectable difference in the first place.
If OKW is supposed to get plain 66% fuel, it would get from base 2.66f (or displayed 3) and 4.8 muni (displayed 5).
Having said that, you make the right calculation:
4 CP + 1f + base
OKW: 16.6... (1.9...*4+4.6...+4)
Any faction: 23
So 72.46% of fuel income. Variation on display only comes from fuel points. It will never get to 66% and it will just get closer as long as resources gain increases. So in the capping race early on, you are not as in much disadvatage.
Heck, even if you cap the whole map (10SP + 2f) comparison wise you are getting 69.4...%
I'm not discussing the display, rather than the arbitrary number of .66 when it's .7. It's not much, but it's neglecting 1.3f per minute.
14 Sep 2015, 07:26 AM
#28
1
Posts: 764
...not discussing the display, rather than the arbitrary number of .66 when it's .7. It's not much, but it's neglecting 1.3f per minute.
For whatever reason i remembered a different base income for other factions. It's actually a flat +4 for all factions (no reduction for OKW), and the reduction only applies to any further fuel income.
You're absolutely right, with a good point.
But... anyways, hope you still understand / appreciate my general argumentation in this regard, and what i tried to explain.
(...This is how OKW is intended to be played: good tech building with a fancy feature, rather cheap tech, but costly vehicles in the long run. )
Let's just use your example of ~70%, so T3 is ~115 fuel, and a Panther is around ~250, which still has the same outcome of (rather) cheap tech with pricy vehicles in the long run - my actual point, the faction design.
14 Sep 2015, 17:42 PM
#29
Posts: 8154 | Subs: 2
But... anyways, hope you still understand / appreciate my general argumentation in this regard, and what i tried to explain.
(...This is how OKW is intended to be played: good tech building with a fancy feature, rather cheap tech, but costly vehicles in the long run. )
Let's just use your example of ~70%, so T3 is ~115 fuel, and a Panther is around ~250, which still has the same outcome of (rather) cheap tech with pricy vehicles in the long run - my actual point, the faction design.
Absolutely. That's the whole point of OKW design.
I'm just saying that it's not crazy to say, with the actual teching and upgrades needed for USF (ambulance and optional nades/Bar-zook), that the first OKW PIV arrives at roughly the same time as the 1st Sherman. This is why people favours heavy infantry play, Stuart or just go with E8s/M10s.
15 Sep 2015, 01:46 AM
#30
1
Posts: 764
...
I'm just saying that it's not crazy to say, with the actual teching and upgrades needed for USF (ambulance and optional nades/Bar-zook), that the first OKW PIV arrives at roughly the same time as the 1st Sherman...
Indeed.
Though an offset of up to 30 fuel is not that much, as intended. Personally i'm not a huge fan of these "all eggs in one basket" strats - rarely ever work (even talking about 2v2+ here).
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