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OKW manpower hack

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13 Apr 2016, 08:43 AM
#41
avatar of RiCE

Posts: 284

1510-300 = 1210. Don't forget the starting sturms.


You dont think the starter unit in the game comes for free, do you? The more expensive your starter unit, the less manpower you start with.

Btw the reinforcement cost not supposed to reflect the AT potentials of the unit. There are other values in the game, not just the AT. The 90 munition / schreck upgrade price reflect how well the squad perform against vehicles. The reinforcement cost is calculated somehow like this: (units price / squad size ) - 30 = 1 model ... or something like this...

And again, if you make an example where your opponent has a SP, 4 volks and a kubel... dont you think you should have something more than just 2 hmg?

There is no such thing as OKW manpower hack..
13 Apr 2016, 08:53 AM
#42
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post13 Apr 2016, 08:43 AMRiCE


You dont think the starter unit in the game comes for free, do you? The more expensive your starter unit, the less manpower you start with.

It actually comes kind for free for axis armies as both of them have extra starting mp bonus for no reason.
13 Apr 2016, 12:22 PM
#43
avatar of Socrates

Posts: 40

This faction is simply overwhelmed by AT weapons. Puphen, shrek on volks, Puma, Luchs can fight light vehicles too, JagdPz4, Panther - basically, each tech tier has its own AT weapons except MedHQ.
No one builds Puma and rarely builds Raketenwerfer because volks are perfect at the AT job.

So, this faction need only one change - lock panzershrek upgrade in MedHQ. No upgrade, no fuel cost - just lock shrek avilability event in that building.



This will allow more variability to their techtree (building MedHQ to access FRP and shreks). Puma will has it's own niche (AT tool in the T2) and will be actually buildable unit again.
13 Apr 2016, 16:01 PM
#44
avatar of Yukiko
Admin Red  Badge

Posts: 2454 | Subs: 2

Cleaned up off-topic posts. As always, try to stay on-topic.
13 Apr 2016, 16:32 PM
#45
avatar of FalseAlarm

Posts: 182

Permanently Banned


So, this faction need only one change - lock panzershrek upgrade in MedHQ. No upgrade, no fuel cost - just lock shrek avilability event in that building.

That's not the main issue. The problem is that the only faction which does not suffer from MP bleed is OKW, and volks reinforce cost is the main cause.
13 Apr 2016, 16:37 PM
#46
avatar of Stug life

Posts: 4474

That's not the main issue. The problem is that the only faction which does not suffer from MP bleed is OKW, and volks reinforce cost is the main cause.

Ok volks 28 reinforce
IS 30
RM 30
13 Apr 2016, 16:42 PM
#47
avatar of FalseAlarm

Posts: 182

Permanently Banned

Ok volks 28 reinforce
IS 30
RM 30
No, you got it wrong.


Volks 25
Is 28
Rm 28
13 Apr 2016, 16:48 PM
#48
avatar of Stug life

Posts: 4474

No, you got it wrong.


Volks 25
Is 28
Rm 28

You said you wanted to change here is my change
13 Apr 2016, 17:55 PM
#49
avatar of Hitman5

Posts: 467

the only faction which does not suffer from MP bleed is OKW


really??
13 Apr 2016, 18:20 PM
#50
avatar of Rocket

Posts: 728

Take god damn shreks away from volks or make it so that when they upgrade to shreks the rest of the squads weapons get changed to something that gives them shit AI as well as fix the damn shrek so it does ninfantry the way ot gib and dmg it does now it just adds AI.

Make them pay teching/side cost for nades, free heals, shreks, flak gun upg for HQ. Things that every single allied faction has to pay side cost for before they can actually pay again to equip/use them. (IMO volks shouldn't have the incendiary nades I believe most okw players said sturms should)

Fix the camo with the damn jagpanzer something about it still feels buggy the thing dissapearing and reapearing every 2 seconds like houdini, it has great range and it is a good unit I dunno that it should even have it to begin with.

Reinforcement cost of volks is one thing, but it is that every other faction has to pay mp, fuel, and munitions just to unlock most of those abilities/weapons that are granted for free for okw that lessens all those cost for them.
13 Apr 2016, 18:20 PM
#51
avatar of Dullahan

Posts: 1384

jump backJump back to quoted post13 Apr 2016, 08:43 AMRiCE



Btw the reinforcement cost not supposed to reflect the AT potentials of the unit. There are other values in the game, not just the AT. The 90 munition / schreck upgrade price reflect how well the squad perform against vehicles. The reinforcement cost is calculated somehow like this: (units price / squad size ) - 30 = 1 model ... or something like this...



Squad cost divided by number of models, then divided by two, is the standard formula. Some stuff deviates from this though.
13 Apr 2016, 19:54 PM
#52
avatar of Nosliw

Posts: 515

So in your words, average players (500-750) are not good enough to play against OKW, because some self proclaimed RTS expert egomaniacs approve the current state of balance and furiously believe that it shouldn't be changed?


That is a big problem right there.


They don't lower the nets in basketball just because you're too short to slam dunk.
13 Apr 2016, 20:05 PM
#53
avatar of FalseAlarm

Posts: 182

Permanently Banned
jump backJump back to quoted post13 Apr 2016, 19:54 PMNosliw


They don't lower the nets in basketball just because you're too short to slam dunk.
Stop throwing completely irrelevant examples.
13 Apr 2016, 20:20 PM
#54
avatar of Nosliw

Posts: 515

Stop throwing completely irrelevant examples.


Completely relevant. I am pretty proud of just how good of a comparison that really was.
13 Apr 2016, 20:28 PM
#55
avatar of RiCE

Posts: 284

jump backJump back to quoted post13 Apr 2016, 08:53 AMKatitof

It actually comes kind for free for axis armies as both of them have extra starting mp bonus for no reason.

All factions starting resources determined by the starter units price and the cost of their first building.

OKW starts with 340MP i think... and an SP which is 300MP
UKF starts around 290 or 300.. and an IS squad which is 280MP

None of these units are actually free i think.

The only exception is the OST. They start significantly higher manpower and income, since they are the only faction without a T0 base infantry.

We can discuss if OKWs starting resource is legit or not, but i think this thread is more like l2p issue than a balance issue.

13 Apr 2016, 20:35 PM
#56
avatar of FalseAlarm

Posts: 182

Permanently Banned
jump backJump back to quoted post13 Apr 2016, 20:20 PMNosliw


Completely relevant. I am pretty proud of just how good of a comparison that really was.
no
jump backJump back to quoted post13 Apr 2016, 20:28 PMRiCE

We can discuss if OKWs starting resource is legit or not, but i think this thread is more like l2p issue than a balance issue.

plyrcrad pls.
13 Apr 2016, 20:42 PM
#57
avatar of Cabreza

Posts: 656

jump backJump back to quoted post13 Apr 2016, 20:20 PMNosliw


Completely relevant. I am pretty proud of just how good of a comparison that really was.


Even better when you consider that short players who can't dunk still can master the layup if they're good.
13 Apr 2016, 22:46 PM
#58
avatar of Nosliw

Posts: 515

noplyrcrad pls.


Look at this website to check out stats for factions: http://coh2chart.com/

You can see the in the top 150 players in 1v1, USF and British factions have higher winrates, and OKW is right in the middle, with a higher winrate than Wehrmacht and Soviets. Nothing too drastic going on here. It's not like OKW ha 75%+ winrate - it's right in the middle of all 5 factions...
14 Apr 2016, 00:01 AM
#59
avatar of Bananenheld

Posts: 1593 | Subs: 1

jump backJump back to quoted post13 Apr 2016, 19:54 PMNosliw


They don't lower the nets in basketball just because you're too short to slam dunk.

:lolol:
Let this be the New 'Playereard pls' pls
14 Apr 2016, 10:30 AM
#60
avatar of Zyllen

Posts: 770

jump backJump back to quoted post13 Apr 2016, 18:20 PMRocket

Reinforcement cost of volks is one thing, but it is that every other faction has to pay mp, fuel, and munitions just to unlock most of those abilities/weapons that are granted for free for okw that lessens all those cost for them.


This is really a minor issue. The difference between mp cost between faction is what? 100 / 200 mp? And the usf and brits still have cheaper tech while the ost and soviets (provided they tech up everything) have higher cost.
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