Soviet industry and allied fuel drop
![avatar of A big guy 4u](/uploads/avatar/18445.jpg?updated=1449648226)
Posts: 168
Now we get the absolutely useless piece of trash that is allied supply drop. 100 munitions for 30 fuel.
Oh, and did I mention it always flies over enemy bases? Seriously, my ally who was going Lend-Lease tactics used this 4 times, and all of them got shot down over an OKW base 2cm flak emplacements.
What is this? It's rubbish. The old soviet industry was much better. Now the name is a blatant lie since there is no 'industry' in it.
![avatar of Imagelessbean](/uploads/avatar/8721.jpg?updated=1384370152)
Posts: 1585 | Subs: 1
Allied supply drop is more interesting, fairer, and gives the other player a heads up.
The issue of OKW native AA has been discussed at length, many forum members are in favor of completely removing it.
TL DR: Love the new changes to Allied supply drop, OKW being able to shoot down planes for free is stupid.
![avatar of Necrophagist](/images/avatars/mortar_soviet.png?updated=1394378846)
Posts: 125
TL DR: Love the new changes to Allied supply drop, OKW being able to shoot down planes for free is stupid.
What he said. We could shoot their supply planes too. If we had some decent AA. One Quad is sadly not enough. And it's not free.
Solution: Repair stations get Dshk.
![avatar of Waegukin](/uploads/avatar/18357.jpg?updated=1452757030)
Posts: 609
However, yes, Supply Drop is a lot less interesting, but it's far better then the old industry.
![avatar of A big guy 4u](/uploads/avatar/18445.jpg?updated=1449648226)
Posts: 168
You must be new here.
Oh great. I must be new because I don't have the same opinions as you.
The thing is Soviet industry is supposed to focus on vehicles the same way Close Air Support is focused on air power: it should be a tradeoff.
Now it's just a weak fuel drop. 30 fuel for 100 muni? seriously?
![avatar of Horasu](/uploads/avatar/15476.jpg?updated=1443661899)
Posts: 279
Oh great. I must be new because I don't have the same opinions as you.
The thing is Soviet industry is supposed to focus on vehicles the same way Close Air Support is focused on air power: it should be a tradeoff.
Now it's just a weak fuel drop. 30 fuel for 100 muni? seriously?
He's saying you're new here because you assert that no one complains about it, when it was trash and everybody complained about it heavily for a very long time, which might have influenced its change. The fact that you didn't know this meant you must not have been here for very long... or just have turned a blind eye to every soviet industry thread for the past year. And it was trash. What use is 500 fuel if you have 0 manpower? Also
>12 posts on coh2.org
>Speaks on behalf of coh2.org community
![avatar of Omega_Warrior](/uploads/avatar/6833.jpg?updated=1473949666)
Posts: 2561
![avatar of Australian Magic](/uploads/avatar/9727.png?updated=1475048234)
Posts: 4630 | Subs: 2
Oh great. I must be new because I don't have the same opinions as you.
The thing is Soviet industry is supposed to focus on vehicles the same way Close Air Support is focused on air power: it should be a tradeoff.
Now it's just a weak fuel drop. 30 fuel for 100 muni? seriously?
Here is a riddle for you.
How you want to focus on vehicles if you dont have manpower to make them ?
![:snfPeter: :snfPeter:](/images/Smileys/snfpq.png)
![avatar of Enkidu](/uploads/avatar/7115.jpg?updated=1375334494)
Posts: 351
You must be new here. Soviet Industry (the ability) was stupid after the tier changes, and arguably before that. The problem was the extremely high fuel income, which could not be spent, completely devastated MP income.
Allied supply drop is more interesting, fairer, and gives the other player a heads up.
The issue of OKW native AA has been discussed at length, many forum members are in favor of completely removing it.
TL DR: Love the new changes to Allied supply drop, OKW being able to shoot down planes for free is stupid.
They really should just replace the base flak guns with mg bunkers. I've never understood why okw gets these in the first place. Flavor? Out of all of the factions, okw has the most accessible early AT so its not like they even need them. As it is, the base flak guns mess with allied air for free, allied light vehicle base rushes for free and can be sniped for hilarious/frustrating results. All in all they're just a pointless balance headache.
![avatar of ATCF](/uploads/avatar/5745.jpg?updated=1449348406)
![Donator 3](/images/badges/crowdfunding/donator_3.png)
Posts: 587
They really should just replace the base flak guns with mg bunkers. I've never understood why okw gets these in the first place. Flavor? Out of all of the factions, okw has the most accessible early AT so its not like they even need them. As it is, the base flak guns mess with allied air for free, allied light vehicle base rushes for free and can be sniped for hilarious/frustrating results. All in all they're just a pointless balance headache.
I think that the reason for the Base Flak AA was the P47 rocket strafe that did 240dmg on hit, and having more than 1 AA gun would help you survive against it
![avatar of synThrax](/images/no_av.png)
![Donator 1](/images/badges/crowdfunding/donator_1.png)
Posts: 144
![;) ;)](/images/Smileys/wink.gif)
-> This doc needs a little buff imo. Since there 3 abilities that costs alot ammo and have no use before you get your first vehicle is out. And repairstations are already in it, so you spent the ammo for early game or fuel drops anyway.
Maybe replace vehicle repairs with conscript repairs
Since you have no other callins despite Kv2 its they probably will be the backbone of this doctrine.
![avatar of ATCF](/uploads/avatar/5745.jpg?updated=1449348406)
![Donator 3](/images/badges/crowdfunding/donator_3.png)
Posts: 587
The Ammo trade is sometimes risky and very map/ opponent dependent which makes it frustrating to use.
-> This doc needs a little buff imo. Since there 3 abilities that costs alot ammo and have no use before you get your first vehicle is out. And repairstations are already in it, so you spent the ammo for early game or fuel drops anyway.
doctrine.
Can you count the M3 Armored car as a vehicle?, since it comes out rather quickly
![:snfPeter: :snfPeter:](/images/Smileys/snfpq.png)
![avatar of Australian Magic](/uploads/avatar/9727.png?updated=1475048234)
Posts: 4630 | Subs: 2
The Ammo trade is sometimes risky and very map/ opponent dependent which makes it frustrating to use.
-> This doc needs a little buff imo. Since there 3 abilities that costs alot ammo and have no use before you get your first vehicle is out. And repairstations are already in it, so you spent the ammo for early game or fuel drops anyway.
Maybe replace vehicle repairs with conscript repairs
Since you have no other callins despite Kv2 its they probably will be the backbone of this doctrine.
We don't need more repairs since there is repair station.
Instead of crew repairs, give it Tank Hunter salvage.
![avatar of Serrith](/uploads/avatar/8327.jpg?updated=1450534590)
Posts: 783
On the other hand, once the flak HQ is on the field or even a 222, it completely shuts down the use of this ability in its entirety.
I would propose changing the ability to be 3 planes each with one crate launched simultaneously from varying directions so there's still the risk of not getting your fuel-or at least as much as you wanted, but you don't lose 100 munitions every time due to a single AA unit. Vice versa it still allows axis to counteract the ability by constructing AA but making it harder to stop all the fuel from reaching the allies.
![avatar of NinjaWJ](/uploads/avatar/11568.jpg?updated=1420427625)
Posts: 2070
![avatar of Looney](/uploads/avatar/12724.jpg?updated=1416839249)
![Patrion 1](/images/badges/crowdfunding/patron_1.png)
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