They also made volks able to upgrade in enemy territory for some bizarre reason....
The reason was lower resources....
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They also made volks able to upgrade in enemy territory for some bizarre reason....
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Dunno, I don't own it. What about? But the M3 from mechanized is nice but too squishy and damn too expensive, I tried several time to hard push with it but requires too much babysitting.
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They wont run'n'nade if you have screen troops at the front of your mgs
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Like I said, you people only have issues with volks or rifles.no it is the FRP it's self I bet you 10 dollars if soviet and Oster had FRP they would say the same about pg, schocks, con, guards, and grends.
Change those units, and suddenly FRP is fine.
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Permanently Bannedno it is the FRP it's self I bet you 10 dollars if soviet and Oster had FRP they would say the same about pg, schocks, con, guards, and grends.
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I agree but really at the end of the day this is easyer to balance and to push thought with out all the 1v1 worrier griping. Got to take what you can get.
I still hate volks with panzershrecks. And oberriflesoldaten vet 3 bonus.
I want both of those changed before FRP gets touched.
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Permanently BannedI agree but really at the end of the day this is easyer to balance and to push thought with out all the 1v1 worrier griping. Got to take what you can get.
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All Im saying is, If we remove FRP, not only do we homogenize the factions significantly more. But the hopes of ever seeing a change to volk panzershreck or vet 3 riflemen lowers even more.
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Technically, you can play as all factions and ignore the FRP capability.
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And if FRP is removed, the situation won't be resolved. If the problem is blobbing, then the fact is they can blob back to someplace besides HQ sector. People aren't going to not blob just because they need to go back to HQ now. You already have that when HQ truck or Forward Assembly is destroyed.
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I am against removing FRP. It's pretty much the only reason I bother playing on larger maps. In small maps wouldn't you not bother setting them up due to the much lower retreating distance?
1. FRP also cost resources, even Major cost resources to deploy, and while he is mobile, he is also a 3-man squad. OKW's HQ truck requires deploying first, and cost more resources. UKF can upgrade every Assembly, but it's still costing you.
Technically, you can play as all factions and ignore the FRP capability.
2. I've won without using FRP and I've got my arse kicked relying heavily on it. It has it's advantages but it also has its drawbacks. If you (or your teammates) don't screw things up you can have the cake and eat it too. FRP can be easily exploited by an enemy with Katyusha or Scott that wipe your depleted squads.
3. And I doubt Relic will go out of their way to remove FRP yet somehow retain it for 3v3/ 4v4, if that's even possible.
4. And if FRP is removed, the situation won't be resolved. If the problem is blobbing, then the fact is they can blob back to someplace besides HQ sector. People aren't going to not blob just because they need to go back to HQ now. You already have that when HQ truck or Forward Assembly is destroyed.
Yes, actually it sort of will. Players will realize that they're losing map control by losing presence for 1+ minute of the map when they mass retreat.
People can continue to blob, sure. But players who take more strategic positions with mg placement or mines or using cover will be rewarded by gaining extra time to set up defenses or cap more territory.
Basically, it discourages blobbing because those players will lose and unless you want to lose, it would discourage blobs, promote strategy in a "strategy" game that requires different methods instead of a blob. Or, rage quit and move to a new game.
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lets take General Mud, the best and most competitive map,
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snip
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1. offtopic but general mud is among the worst maps in the history of all video games. absoulutely hate that map with a fiery, burning, insane passion. General Diarrhea is a better name for it.
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2. however Even then every allied faction can counterplay and punish an early battlegroup whether its mortar pits, 120 mm mortars, or packhowie+mortar halftracks..etc
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i mean, if you want to deny yourself an extreme advantage..
Yes, actually it sort of will. Players will realize that they're losing map control by losing presence for 1+ minute of the map when they mass retreat.
People can continue to blob, sure. But players who take more strategic positions with mg placement or mines or using cover will be rewarded by gaining extra time to set up defenses or cap more territory.
Basically, it discourages blobbing because those players will lose and unless you want to lose, it would discourage blobs, promote strategy in a "strategy" game that requires different methods instead of a blob. Or, rage quit and move to a new game.
300 manpower and the time and queue taken up for OKW headquarters/ UKF FA is pretty hefty, even when playing in larger custom maps with 3x resource rate. You either build stuff immediately to reap the benefit of Regimental HQ, or it does nothing as you save up for the FRP upgrade. Until then nothing happens.
1. one time cost or negligible 3 pop cap cost can not justify the amount of time it will save the user. the cost of FRP is not the same cost that goes for other investments.
2. i speak mainly for 3v3+ and if you are letting scott barrage your base, either
a. you put it too forward or
b. you mass retreated as in EVERYTHING retreated which the blame falls on you
c. you are not spreading your unit around the base. lets take General Mud, the best and most competitive map, for example.
You can safely put the base at max range from Katty assuming it is staying just behind enemy frontline and shave a minute off of every retreat. this is not risk v. reward. it is like giving one faction HMG, mortar and ATG and another none of them for the sake of "diversity". Yes, the stats are much less drastic in most other 3v3+ maps but the point still stands.
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