Resource Caches
Posts: 432
Being the only faction out of five factions that cannot produce them, the other four being of course The Ostheer, USF, UKF, and Soviets, leaves the faction at a tactical and strategic disadvantage that can prove crippling to overall gameplay of that faction.
I am open to discussion on this matter however, and would appreciate reasonable debate over whether or not the OKW should be able to construct caches.
Posts: 148
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Posts: 432
Caches = no scavenge
Wouldn't bother me, can make it doctrinal with the JLI, just like the UKF and the Soviets have doctrinal scavenging. Besides, scavenge doesn't really bring in that many resources unless you're in a game of two idiots throwing away tons of light vehicles.
Exactly.
Echooooooo
caches or scavenge and vet 5. You pick. Sure they lack caches, but they get other benefits to compensate
Not sure how Vet-5 has anything to do with economy and caches, that'd be like saying "Caches or Tanks and Call In Arty", makes absolutely no sense.
Posts: 1072
Not sure how Vet-5 has anything to do with economy and caches, that'd be like saying "Caches or Tanks and Call In Arty", makes absolutely no sense.
It implies focusing on unit preservation as opposed to mass production. OKW has FEWER (more expensive and harder to get without caches) but more elite tanks. Thats the idea. No caches and scavenge gives the OKW that late war feel which relic said is intended. Its sort of the grandpa of all factions. The retired veteran Ostheer composed of ostheer veterans (obers) and new recruits (volks) in a desperate attempt to push the enemies back.
Posts: 2742
OKW and their relationship with caches has almost everything to do with team games. Caches aren't really that common in 1v1s, and I don't think I've ever seen building caches strictly to keep a point secured to be particularly effective in terms of manpower since most units capable of maneuvering around to undefended cutoffs can usually make pretty short work of OPs.
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Being the only faction out of five factions that cannot produce them, the other four being of course The Ostheer, USF, UKF, and Soviets, leaves the faction at a tactical and strategic disadvantage that can prove crippling to overall gameplay of that faction.
I'd say that this economic disadvantage is there to compensate for the factions extraordinary veterancy bonuses.
Posts: 1653
I'd say that this economic disadvantage is there to compensate for the factions extraordinary veterancy bonuses.
I agree OKW doesn't need any caches. With caches you'll let them get tanks and unlimited grenades which they shouldn't
Posts: 673
Ostheers already have 100% normal income, caches and prety powerful units, which doesn't require spam. Maybe Relic should give Gaz-MM or ZIS-5 trucks to USSR in some doctrines, like Soviet Industry for to increase late game incomes and make late game spam more real?
It would be also realistic - in late war allies had way more war resourses, than axis. But in CoH 2 it seems like axis had 10 times more with Opels, Luftwaffe 200MP-drops and such things... It just isn't right.
Posts: 1216
Perhaps Kubel could be used for that? Toggle to lock down, cannot move, but prevents enemies from stealing sectors. Either put him in a faraway place, or put MGs nearby to keep it alive. Can't kill Kubel? Well you suck since it's only heavier than Ambulance.
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you have to see what OKW has first before you see what OKW doesn't have.
Posts: 1617
I'd say that this economic disadvantage is there to compensate for the factions extraordinary veterancy bonuses.
You mean the nerfed veterancy?
Posts: 2693 | Subs: 1
You mean the nerfed veterancy?
Pretty much every OKW unit has better total vet bonuses than the units of the other factions.
Not having fuel/ammo cashes is a fair tradeoff.
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Posts: 179
It's called their Tech Structures
They can even be used on Fuel or Muni Points unlike normal caches.
Posts: 432
Pretty much every OKW unit has better total vet bonuses than the units of the other factions.
Not having fuel/ammo cashes is a fair tradeoff.
Except getting a Vet-bonus isn't a guarantee, nor does it produce munitions or fuel.
Besides, Vet-5 can be categorized as "Faction Flavor" same as how USF still have that obscene tank exploit where they can just hop out of vehicles to reduce popcap, build more tanks, and then send a horde of tanks at 150/100 popcap.
OKW already have 3 resource caches
It's called their Tech Structures
They can even be used on Fuel or Muni Points unlike normal caches.
Their tech structures don't lock down strategic points. (Exception, the Schwerer Panzer HQ's FlaK gun makes attacking a point difficult, but not impossible)
Since the OP refers to sector cutoff as well as resources, the resources is already handled (theoretically anyways) by scavenge. This means that all they need is some way to secure sectors, similar to USF Major's vet3, and COH1's Panzer Elite toggle ability for their 221 scout car.
Perhaps Kubel could be used for that? Toggle to lock down, cannot move, but prevents enemies from stealing sectors. Either put him in a faraway place, or put MGs nearby to keep it alive. Can't kill Kubel? Well you suck since it's only heavier than Ambulance.
This, is actually very constructive, I like that.
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