Tech cost guide
Posts: 509
So, I've made a tech cost guide to act as a resource for the community. I will be updating it as long as i am a member of the CoH2 community (so hopefully for a long time) as and when the game is patched.
Here's a link:
https://docs.google.com/spreadsheets/d/1TfAnGXz-O69rSxxEibbVMRk2sdjqErl1m64QLLKuQqI/pubhtml
Posts: 17914 | Subs: 8
http://www.coh2.org/guides/18795/u-s-forces-unit-guide
http://www.coh2.org/guides/18815/oberkommando-west-unit-guide
http://www.coh2.org/guides/2574/soviet-unit-guide
http://www.coh2.org/guides/2573/german-unit-guide
You're kind of late for the party.
Posts: 721
http://www.coh2.org/guides/40402/british-forces-unit-guide
http://www.coh2.org/guides/18795/u-s-forces-unit-guide
http://www.coh2.org/guides/18815/oberkommando-west-unit-guide
http://www.coh2.org/guides/2574/soviet-unit-guide
http://www.coh2.org/guides/2573/german-unit-guide
You're kind of late for the party.
katiof gonna katiof
isn't it better to have it all in one place rather than 5 different links..??
seems good so far junaid
Posts: 509
katiof gonna katiof
isn't it better to have it all in one place rather than 5 different links..??
seems good so far junaid
Ty. Yes that was (partly) the idea. Though of-course anyone who wishes to use the unit guides is welcome to do so.
Posts: 1593 | Subs: 1
Hi all,
So, I've made a tech cost guide to act as a resource for the community. I will be updating it as long as i am a member of the CoH2 community (so hopefully for a long time) as and when the game is patched.
Here's a link:
https://docs.google.com/spreadsheets/d/1TfAnGXz-O69rSxxEibbVMRk2sdjqErl1m64QLLKuQqI/pubhtml
good job,
haters gonna hate
Posts: 8154 | Subs: 2
OH: bunker + medics
USF: ambulance
SU: medics
UKF: MAYBE the medkit upgrade but that doesn't affect teching
Posts: 2885
Posts: 509
I'll add as upgrades:
OH: bunker + medics
USF: ambulance
SU: medics
UKF: MAYBE the medkit upgrade but that doesn't affect teching
I didn't include healing as that's pretty subjective. And factoring munitions costs is pointless cause munitions don't have predictable expenditure patterns unlike fuel and mp. (I.e. cannot equate munitions to time unlike fuel and mp)
if enough members agree though I will add in these costs but then there will be complaints of distortion.
The idea is you can use this to figure out windows of time by comparison of the 'first' unit costs e.g. UKF can build first centaur before first stug by skipping all upgrades. The difference is approx. 20-30 fuel. So translates to a approx. 1 minute stug-free window and hence plan accordingly. Planning on P4 while UKF skips all upgrades is a bad idea cause the fuel difference goes up to 60ish so 3 minute window roughly.
Conversely if UKF goes all upgrades you can see that ost player can comfortably get P4 by the time centaur or cromwell are built. That sort of thing.
Posts: 509
Posts: 830
http://www.coh2.org/guides/40402/british-forces-unit-guide
http://www.coh2.org/guides/18795/u-s-forces-unit-guide
http://www.coh2.org/guides/18815/oberkommando-west-unit-guide
http://www.coh2.org/guides/2574/soviet-unit-guide
http://www.coh2.org/guides/2573/german-unit-guide
You're kind of late for the party.
Please katikof, be nice for once
Posts: 17914 | Subs: 8
If I wasn't, I wouldn't have took the time to search for the links and would be snippy as fuck.
Posts: 509
Posts: 8154 | Subs: 2
I didn't include healing as that's pretty subjective. And factoring munitions costs is pointless cause munitions don't have predictable expenditure patterns unlike fuel and mp. (I.e. cannot equate munitions to time unlike fuel and mp)
On any serious game, you get healing at around midgame as the attrition you'll have is too huge. While muni doesn't affect teching, both fuel and mp does.
Posts: 509
On any serious game, you get healing at around midgame as the attrition you'll have is too huge. While muni doesn't affect teching, both fuel and mp does.
I know and I agree with you. However it's hard to know exactly where to place it in the model. I mean someone could, theoretically, get healing after building all their first tank. Stupid move yeah but it could happen.
If you have ideas I'm open for the placement of healing costs.
I have put them down in the sheet now though. Not added them to costs, but they are there now
Posts: 8154 | Subs: 2
I know and I agree with you. However it's hard to know exactly where to place it in the model. I mean someone could, theoretically, get healing after building all their first tank. Stupid move yeah but it could happen.
If you have ideas I'm open for the placement of healing costs.
I have put them down in the sheet now though. Not added them to costs, but they are there now
You could add it for full tech cost.
Regarding timings: it mostly affects light/medium tank arrivals.
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