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Why Does OKW Still Have Salvage?

20 Dec 2015, 17:14 PM
#1
avatar of NorthWeapon
Donator 11

Posts: 615

?NorthWeapon:Why does OKW still have salvage?


It is no longer a resource starved faction. Should be exclusive to Feuersturm and Scavenge doctrine.
20 Dec 2015, 17:15 PM
#2
avatar of UGBEAR

Posts: 954

people will ask for fuel/munition cache
20 Dec 2015, 17:16 PM
#3
avatar of NorthWeapon
Donator 11

Posts: 615

jump backJump back to quoted post20 Dec 2015, 17:15 PMUGBEAR
people will ask for fuel/munition cache


True
20 Dec 2015, 17:21 PM
#4
avatar of Swift

Posts: 2723 | Subs: 1

Yeah, it's already been discussed elsewhere, they can't build caches so they get the niche salvage mechanic for a less efficent resource boost. Keeps them tasty.
20 Dec 2015, 17:41 PM
#5
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6


Trading caches for Salvage is interesting and adds a bit of flavour, but I think being able to Salvage Support weapons is silly. It's such a strong tool to deny weapons that you otherwise wouldn't want to due to having less than 3 squad members, no wanting to drop 3 models off the squad or not wanting to waste the pop cap.

Salvaging wrecks is cool, but denying weapons so easily seems like an unfair advantage. Or at least, maybe only Sturmpioneers should be able to Salvage, why are Volks and Jaegers able to Salvage? Conscripts, Grenadiers and Riflemen can't build caches, only their engineers. (With the exception of Brits, for some reason, Infantry Sections build Caches instead of Royal Engineers. That makes no sense to me.)
20 Dec 2015, 17:55 PM
#6
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1


Trading caches for Salvage is interesting and adds a bit of flavour, but I think being able to Salvage Support weapons is silly. It's such a strong tool to deny weapons that you otherwise wouldn't want to due to having less than 3 squad members, no wanting to drop 3 models off the squad or not wanting to waste the pop cap.

Salvaging wrecks is cool, but denying weapons so easily seems like an unfair advantage. Or at least, maybe only Sturmpioneers should be able to Salvage, why are Volks and Jaegers able to Salvage? Conscripts, Grenadiers and Riflemen can't build caches, only their engineers. (With the exception of Brits, for some reason, Infantry Sections build Caches instead of Royal Engineers. That makes no sense to me.)

I personally did think it was a lot less interesting with tons of their infantry being able to do it as well. Makes it a bit too much "Allies lost something, now OKW gets free resources suckers". Would be more interesting with a much more limited amount of infantry being able to salvage, with the gains tweaked accordingly.
20 Dec 2015, 18:05 PM
#7
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post20 Dec 2015, 17:55 PMVuther

I personally did think it was a lot less interesting with tons of their infantry being able to do it as well. Makes it a bit too much "Allies lost something, now OKW gets free resources suckers". Would be more interesting with a much more limited amount of infantry being able to salvage, with the gains tweaked accordingly.


It was cool and interesting back when they had limited resources. Now its just awkward becouse all other factions need to spend mp for caches which basically means these are never build in some modes like 1v1 while okw gets free additional fuel source in all game modes with additional weapon denial flavour. Plus they also get resources from ostheer caches, so they actually have the most fuel among all factions and across all game modes. Not to mention that kubel gives them additional cut-off, decap, and back cap abilities pumping the fuel disparity even higher.

If that wasnt where we came from I would suggest limiting their fuel income as easiest solution.

EDIT: Just came up with new solution:
What if okw had fuel maintance just like all factions have manpower maintance? This would mean that the longer the game goes and the stronger okw becomes the lower their fuel income is. It wouldnt also kill their early game like previous system did. The income penalty would be constant and set for every vehicle on the field. Would also create new possible interesting resource management strategies. This would be also historically accurate: it would show that ardenne army had supplies at the beginning but these started to weaken with every day of battle.

Possible rates:





Fuel cost of vehiclePenalty
0-24-1
25-99-2
100-174-3
175-249-4
250-infinity-5

If it the income came down below 0 it would be still 0 so they wont loose fuel gained from salvage then and still be able to field new vehicles in long term.

Something similar could also be done for munitions and weapon upgrades to prevent shreck spamming.

If it was too much of a nerf they could get some stat and cost buffs not to make them UP again.
20 Dec 2015, 18:36 PM
#8
avatar of BeefSurge

Posts: 1891

That's a really nifty idea
20 Dec 2015, 18:55 PM
#10
avatar of Iron Emperor

Posts: 1653


Trading caches for Salvage is interesting and adds a bit of flavour, but I think being able to Salvage Support weapons is silly. It's such a strong tool to deny weapons that you otherwise wouldn't want to due to having less than 3 squad members, no wanting to drop 3 models off the squad or not wanting to waste the pop cap.

Salvaging wrecks is cool, but denying weapons so easily seems like an unfair advantage. Or at least, maybe only Sturmpioneers should be able to Salvage, why are Volks and Jaegers able to Salvage? Conscripts, Grenadiers and Riflemen can't build caches, only their engineers. (With the exception of Brits, for some reason, Infantry Sections build Caches instead of Royal Engineers. That makes no sense to me.)


+1

Kill support weapon, Salvage, no chance to get your team weapon back Kappa.
20 Dec 2015, 19:27 PM
#11
avatar of DonnieChan

Posts: 2272 | Subs: 1

20 Dec 2015, 19:38 PM
#12
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

What if okw had fuel maintance just like all factions have manpower maintance? This would mean that the longer the game goes and the stronger okw becomes the lower their fuel income is. It wouldnt also kill their early game like previous system did. The income penalty would be constant and set for every vehicle on the field. Would also create new possible interesting resource management strategies. This would be also historically accurate: it would show that ardenne army had supplies at the beginning but these started to weaken with every day of battle.

Something similar could also be done for munitions and weapon upgrades to prevent shreck spamming.

Nyyyyyyeeeeeerrrrrrgggggggghhhhhh, that's exactly what was kicking around in my head as a theorycraft to keep OKW's unique penalty while alleviating the issues with it - cause a penalty to fuel/munition income while vehicles or upgrades are on the field based on the pop/cost/whatever.

This would limit OKW's vehicle and upgrade counts while simultaneously not preventing replacements (though they would still be delayed over everyone else's), allowing more non-upgrade munition expenditures (of which the OKW's are hardly potentially more potent for their cost over everyone else's unlike vet 5 units) and of course, justifying vet 5 on units.
21 Dec 2015, 04:12 AM
#13
avatar of COHp2wCOmp

Posts: 9

?NorthWeapon:Why does OKW still have salvage?


It is no longer a resource starved faction. Should be exclusive to Feuersturm and Scavenge doctrine.


cashes RUin 2vs2 games and above, It would be a good thing to remove the whole cashes BS system and replace is it by salvage
21 Dec 2015, 04:34 AM
#14
avatar of Storm267

Posts: 128

jump backJump back to quoted post20 Dec 2015, 19:38 PMVuther

Nyyyyyyeeeeeerrrrrrgggggggghhhhhh, that's exactly what was kicking around in my head as a theorycraft to keep OKW's unique penalty while alleviating the issues with it - cause a penalty to fuel/munition income while vehicles or upgrades are on the field based on the pop/cost/whatever.

This would limit OKW's vehicle and upgrade counts while simultaneously not preventing replacements (though they would still be delayed over everyone else's), allowing more non-upgrade munition expenditures (of which the OKW's are hardly potentially more potent for their cost over everyone else's unlike vet 5 units) and of course, justifying vet 5 on units.


for this to work, okw fuel cost would have to go back down and the vet 4-5 on affected vehicles would need to go back up.
21 Dec 2015, 04:43 AM
#15
avatar of Rappy

Posts: 526

YEAH. Let's make all factions exactly the same as each other... what fun!!! WOOO. Except you'd still be complaining about how the axis are still too hard for you to kill.
21 Dec 2015, 06:53 AM
#16
avatar of ATCF
Donator 33

Posts: 587

Caches also work against STUKA bombers that would cut your territory off, so they would need to nerf the STUKA bombing ability on territory points and what about Opel Blitz that gives resources?, they would need to add the 30 armor back to OpelBlitz to make it somehow useful if it loses its resource mechanic, maybe make it work like the original OKW truck, crushing squads and buildings everywhere :megusta: , but seriously dont remove caches
21 Dec 2015, 08:08 AM
#17
avatar of CombatWombat

Posts: 98

The ability to deny support weapons using salvage is particularly nasty. Given that OKW no longer have a resource penalty this ability needs attention (among other things). A few options are presented:

-The salvage the ability should be limited to the sturmpioneers only.

-Limited to salvage doctrines.

-Unlocked through a side upgrade.

-Limited to vehicle wrecks only.
21 Dec 2015, 11:20 AM
#18
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post21 Dec 2015, 06:53 AMATCF
Caches also work against STUKA bombers that would cut your territory off, so they would need to nerf the STUKA bombing ability on territory points and what about Opel Blitz that gives resources?, they would need to add the 30 armor back to OpelBlitz to make it somehow useful if it loses its resource mechanic, maybe make it work like the original OKW truck, crushing squads and buildings everywhere :megusta: , but seriously dont remove caches


Opel blitz is not a problem since it gives recources to only one player, not whole team.
21 Dec 2015, 11:35 AM
#19
avatar of ruzen
Patrion 15

Posts: 243

People just cant stop beating OKW enough. People enjoy nerfing OKW too much
21 Dec 2015, 11:57 AM
#20
avatar of The amazing Chandler

Posts: 1355


Trading caches for Salvage is interesting and adds a bit of flavour, but I think being able to Salvage Support weapons is silly. It's such a strong tool to deny weapons that you otherwise wouldn't want to due to having less than 3 squad members, no wanting to drop 3 models off the squad or not wanting to waste the pop cap.

Salvaging wrecks is cool, but denying weapons so easily seems like an unfair advantage. Or at least, maybe only Sturmpioneers should be able to Salvage, why are Volks and Jaegers able to Salvage? Conscripts, Grenadiers and Riflemen can't build caches, only their engineers. (With the exception of Brits, for some reason, Infantry Sections build Caches instead of Royal Engineers. That makes no sense to me.)


+1

just destroy the wrecks and stop posting


What if you cant at that moment? You know it happens sometimes.

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