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Introduce caches in OKW

20 Nov 2015, 11:25 AM
#21
avatar of __deleted__

Posts: 830



This makes some sence

+1


no it doesn't. AchtAchter made that perfectly clear.



Sure, the moment you have to pay for the Lieutenant, Captain, Major.

Also cheaper teching is relative

Costs for the first P4 280 Fuel
Costs for the first Sherman 265 Fuel (270 if you buy the mandatory ambulance)

Costs for the first Stuart 115 Fuel
Costs for the first Luchs 120 Fuel

It's practically mirrored.

At topic:

I personally don't care, salvage somehow gives you still a unique flavour, so I prefer it. Can't have salvage and caches imo.


20 Nov 2015, 11:29 AM
#22
avatar of JohnnyB

Posts: 2396 | Subs: 1



Voted for no also, and hey we're axis fanboys :P


Fanboy means that you like something, not that you want a game without balance. This is what people on these forums pretend not to understand.
20 Nov 2015, 11:42 AM
#23
avatar of Kpen97

Posts: 375

jump backJump back to quoted post20 Nov 2015, 09:19 AMcapiqua
I think it is important to introduce caches in OKW to lower your flow MP

I reckon no fuel cache because OKW has op tanks with 5 levels of vet, only allow OKW with minu caches but this may increase chances of volk spam with nades and panzershecks.So increase cost of sheck.
20 Nov 2015, 11:52 AM
#24
avatar of F1sh

Posts: 521

jump backJump back to quoted post20 Nov 2015, 09:26 AMKatitof
I have a better idea.

Now, that OKW have no penalties and STILL cheapest teching in game(cheaper then USF with considerably more powerful units in the tiers, especially schwerer HQ) with most benefits, why not put additional benefits of trucks(medics, rep crews, ZE GUN) as side upgrades?


+1 I like this idea
20 Nov 2015, 11:52 AM
#25
avatar of Iron Emperor

Posts: 1653

jump backJump back to quoted post20 Nov 2015, 11:29 AMJohnnyB


Fanboy means that you like something, not that you want a game without balance. This is what people on these forums pretend not to understand.


That's exactly what i intended to say by the last sentence.
20 Nov 2015, 11:54 AM
#26
avatar of mortiferum

Posts: 571

No, there is literally no need for it.
20 Nov 2015, 12:53 PM
#27
avatar of Pedro_Jedi

Posts: 543

Don't wanna cashes, don't wanna bland army with no flavor.
20 Nov 2015, 13:00 PM
#28
avatar of Iron Emperor

Posts: 1653



no it doesn't. AchtAchter made that perfectly clear.





I voted no for the caches, I ment with that phrase that it made some sence to get some upgrades on the HQ's instead of caches.
20 Nov 2015, 13:04 PM
#29
avatar of braciszek

Posts: 2053

Homogenize everything.
20 Nov 2015, 13:15 PM
#30
avatar of Mongal

Posts: 102

I think they should get caches. Reason being at the moment OKW obviously cant use caches in 1v1. But in 2v2+ and having a wehr player as company the OKW player will be benefiting from any caches that the wehr player holds. Having such a big difference in fuel income in different modes must make it very difficult for relic to balance. I believe this is the main reason why OKW were always so dominant in team games because of the extra fuel they were getting which they can not get in 1v1.

So I vote yes for caches so OKW fuel income will be similar from 1v1 right through to 4v4.
20 Nov 2015, 13:16 PM
#31
avatar of IGOR

Posts: 228

hell no , okw is getting 100% incoming resources and you want even more ?

okw almost always float mp in late game so i dont think this is a good idea.
20 Nov 2015, 13:42 PM
#32
avatar of vasa1719

Posts: 2635 | Subs: 4

Permanently Banned
Guys , why all faction must looks like one ? OKW now looks like allies faction with better muscle in patch mod (with some problem like no supression) but looks in historical side, it was west german army in 1944-1945, Axis have big problem with fuel, man power and vet soldiers. Fuel penalty and another stuff was feature of faction, now its look like children from allies and ostheer :D.
20 Nov 2015, 13:51 PM
#33
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

i expect having a normal income to deal with most of OKW's manpower issues. the way to fix any others they might have is to give them another mp unit to spend it on. right now they have 3 shooty infantry and a piece of artillery. they will have the kubel (maybe). that's not variety.
20 Nov 2015, 14:47 PM
#34
avatar of austerlitz

Posts: 1705

Not while they still have vet 5.
20 Nov 2015, 15:15 PM
#35
avatar of __deleted__

Posts: 830



I voted no for the caches, I ment with that phrase that it made some sence to get some upgrades on the HQ's instead of caches.



Alright my bad.
20 Nov 2015, 16:05 PM
#36
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2



Sure, the moment you have to pay for the Lieutenant, Captain, Major.

Also cheaper teching is relative

Costs for the first P4 280 Fuel
Costs for the first Sherman 265 Fuel (270 if you buy the mandatory ambulance)

Costs for the first Stuart 115 Fuel
Costs for the first Luchs 120 Fuel


Numbers are off.

OKW: 600mp/160f + (350/135f) = 950mp/295f

USF: 690mp/165f + (340/110f) = 1030mp/275f

+10f on each case for Captain and MechHQ.

Points is: should nades (incendiary/normal) be upgrades or not? You'll have a bit more of options early on with building heavy maps and we could also add in there the stun nade to Sturmpios instead of locking it behind vet.


20 Nov 2015, 16:56 PM
#37
avatar of Jaedrik

Posts: 446 | Subs: 2

jump backJump back to quoted post20 Nov 2015, 10:31 AMKatitof


Well, its already less unique, being pretty much wehr/USF hybrid on steroids now.

But salvage is enough, they do not need more.

jump backJump back to quoted post20 Nov 2015, 09:26 AMKatitof
I have a better idea.

Now, that OKW have no penalties and STILL cheapest teching in game(cheaper then USF with considerably more powerful units in the tiers, especially schwerer HQ) with most benefits, why not put additional benefits of trucks(medics, rep crews, ZE GUN) as side upgrades?

I'm agreeing with Katitof?
Salvage is enough to full the 'uniqueness quota' as I see it. It's their version of cache.
I'm not generally opposed to homogenizing the factions either.
20 Nov 2015, 16:59 PM
#38
avatar of Arclyte

Posts: 692

Sooooo, about that OKW manpower float...
20 Nov 2015, 17:07 PM
#39
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post20 Nov 2015, 10:51 AMmedhood


I just like the original idea of OKW where it was supposed to be the late resource starved German Army
Im all for getting a more balanced game I just wish they could redesign the faction while keeping the resource starved theme of the faction


Yeah, it would be much better, they can even get the caches for me but resource penalty should be where it was.
20 Nov 2015, 17:16 PM
#40
avatar of Lumpy
Patrion 27

Posts: 78

but looks in historical side, it was west german army in 1944-1945, Axis have big problem with fuel, man power and vet soldiers.
so is that why they have the most manpower float in the game, and are also the only faction with five levels of vet :snfPeter:
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