vCOH engineers vet from mines
They actually didn't.
Rifles did though.
Posts: 17914 | Subs: 8
vCOH engineers vet from mines
Posts: 1063
They actually didn't.
Rifles did though.
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Posts: 1108
Problem is OKW with their super repair speed.
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I like this, would you also consider adding a backpacking option for Pio's and CE's to help them retain what little potency they have?
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No.I disagree.
We should lower the speed of repairs of WFA and Brits, not increase SU and OST.
Posts: 175
I disagree.
Being forced to build 18 engineers/Pioneers to have a decent repair speed is retarded design. The WFA/TBF are just perfect in that area.
Posts: 17914 | Subs: 8
How is it bad design? Quick repairs should come with a tradeoff, or there wont be any value in damaging heavies, anything but completely destroy them is a failure. That is what's bad design.
Posts: 175
What is tradeoff for OKW turbo repairs on KT with SP vet2 sweeper next to repair truck?
USF do not have heavy armor(yes, there is pershing, but it can't self repair and lets be honest, 800hp tank is hardly a heavy armor, vet2 panther is much more of a heavy tank then it is).
UKF got engies in T1 and additional upgrades locked behind exclusive sub optimal tech, so they pay actual high tech and squad expansion costs to get great repair speeds.
Soviets need to dedicate a whole doctrine only to be able to get units back to fight in reasonable time and they are ones who are supposed to have more armor on field, on pair with USF, only redeeming factor here is these doctrines are actually useful.
Ost got just pios.
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I disagree.
Being forced to build 18 engineers/Pioneers to have a decent repair speed is retarded design. The WFA/TBF are just perfect in that area.
Posts: 794
Posts: 175
Well with that logic, TD/AT taking out %50 of vehicles health with every hit is also bad design, specially against factions with garbage repair speed
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Vanilla factions having slow repair speed. There.
Which is the bad design here?
Posts: 175
Vanilla factions having slow repair speed. There.
Posts: 283
especially with the amount of escape tools the Wehrmacht has, ie would we have zombie 222's?
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How many escape tools does the 222 have in your fantasy world? Because last time I checked, it didn't even get the smoke ability via certain commanders (the smoke is limited to actual tanks) which is totally fine thanks to its survivability due to high health. Not to mention that a dead 222 is dead, whatever you consider a "zombie 222" seems to have no correlation with the definition of a zombie unit...
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I disagree.Agreed; I rather everyone need 2-4 Pioniers to repair fast, rather than OKW opponents to require 8 Sturmpioniers to repair at the same speed as you would 4 of them with the repair upgrade.
Being forced to build 18 engineers/Pioneers to have a decent repair speed is retarded design. The WFA/TBF are just perfect in that area.
Posts: 508
I'm sorry, but Panzer Tactician applies to every vehicle. As well, specifically to the 222, it has a speed of 7.2. The only things faster are the horrendous WC51, and M3. Contextually, the abundance of snares with Grenadiers also could be considered a safety net, along with many other things.
It was clear my point of "unit that does not die, seems to be invincible, or comes back from the dead" came across clear enough in the "zombie" simile indicated by your challenging of it, but I apologize for not being as well versed in undead lore as perhaps I should have been. As well, judging by your post count I hope you will excuse me for not extending a welcome to the site.
Allow me to say that conflict for conflicts sake and pedantry aren't going to win you any admirers.
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