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OKW can be killed in less than 5 minutes

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22 Jun 2016, 15:22 PM
#81
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post22 Jun 2016, 15:20 PMDomine


Except OKW is the only one that has to make such a decision.

Sov healing 250mp, OKW healing 55 fuel + 400 or 500 mp


Absolutely the same Kappa


Yes, go full tunnel vision mode.

Ignore that soviets need side tech for AT nades and molos.
Ignore that USF need side tech for nades and weapons.
Ignore that UKF need side tech for weapons, nades, 5th man and units themselves.

Yep, completely unrelated side tech costs.

Just be glad that schwerer gun side tech didn't made it in. :romeoHype:

Sorry, but that 30sec later healing won't make or break OKW.
If you want quick healing, get spios to vet1 fast and use the ability, that is why it was placed on them in the first place, so you can drop one or two before med truck is up.
22 Jun 2016, 15:23 PM
#82
avatar of Jadame!

Posts: 1122

OKW? More like pick jeep commander for free wins with molostrats.
22 Jun 2016, 15:28 PM
#83
avatar of Domine

Posts: 500

jump backJump back to quoted post22 Jun 2016, 15:22 PMKatitof


Yes, go full tunnel vision mode.

Ignore that soviets need side tech for AT nades and molos.
Ignore that USF need side tech for nades and weapons.
Ignore that UKF need side tech for weapons, nades, 5th man and units themselves.

Yep, completely unrelated side tech costs.

Just be glad that schwerer gun side tech didn't made it in. :romeoHype:


That doesn't matter, those aren't essential upgrades. Besides, each faction spends about as much resources on sideteching everything, e.g. zooks, nades and healing as OKW spends JUST on healing.


Unlocking healing is no decision, because everyone will unlock healing sooner or later, the exception is OKW because their Healing costs so much fuel they will literally be unable to purchase anything else in time, and add to this that there are no useful units in the med truck, things get very hard.
22 Jun 2016, 15:31 PM
#84
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post22 Jun 2016, 15:28 PMDomine


That doesn't matter, those aren't essential upgrades. Besides, each faction spends about as much resources on sideteching everything, e.g. zooks, nades and healing as OKW spends JUST on healing.


Unlocking healing is no decision, because everyone will unlock healing sooner or later, the exception is OKW because their Healing costs so much fuel they will literally be unable to purchase anything else in time, and add to this that there are no useful units in the med truck, things get very hard.


I'll say it again(and again and again), it was NOT an issue for the last 2 years, it is NOT an issue now.
OKW always got healing last and there was nothing wrong with it back then, OKW getting healing 30 seconds later will NOT change anything.

These upgrades were granted the moment OKW lost penalties but kept vet5 system.

And yes, you DO have decision making now, you now CHOOSE if you want to support yourself with spio vet1 crates or open medics by paying different resources.

Obviously, you will end up with medics eventually anyway, but its not the only viable option for early game any longer now.
22 Jun 2016, 15:34 PM
#85
avatar of Stug life

Posts: 4474

jump backJump back to quoted post22 Jun 2016, 15:31 PMKatitof


I'll say it again(and again and again), it was NOT an issue for the last 2 years, it is NOT an issue now.
OKW always got healing last and there was nothing wrong with it back then, OKW getting healing 30 seconds later will NOT change anything.

These upgrades were granted the moment OKW lost penalties but kept vet5 system.
mhhhh ok put ambulance on tier 1 just to test how it goes




(10 bucks he is gonna say "what about nade and blablabla axis op ")
22 Jun 2016, 15:36 PM
#86
avatar of Domine

Posts: 500

jump backJump back to quoted post22 Jun 2016, 15:31 PMKatitof


I'll say it again(and again and again), it was NOT an issue for the last 2 years, it is NOT an issue now.
OKW always got healing last and there was nothing wrong with it back then, OKW getting healing 30 seconds later will NOT change anything.

These upgrades were granted the moment OKW lost penalties but kept vet5 system.

And yes, you DO have decision making now, you now CHOOSE if you want to support yourself with spio vet1 crates or open medics by paying different resources.

Obviously, you will end up with medics eventually anyway, but its not the only viable option for early game any longer now.



Except that healing was never as expensive for OKW as it is now (not even with penalties), and it didn't cost them extra fuel.

I will say it again as well, unlocking healing is not a decision, just a question of time. For OKW it will just delay anything that comes after healing even further, and because there are no useful units in the Med HQ, this is a huge problem.

When OKW had penalties you could go MedHQ and then use the JP4 as a panic button. However not even that is an option.


Btw, when OKW had their penalties you always said their penalties don't actually affect the pricing of the units/tiers whatever. Why did you change your mind?
22 Jun 2016, 15:40 PM
#87
avatar of Stug life

Posts: 4474

jump backJump back to quoted post22 Jun 2016, 15:36 PMDomine



Except that healing was never as expensive for OKW as it is now (not even with penalties), and it didn't cost them extra fuel.

I will say it again as well, unlocking healing is not a decision, just a question of time. For OKW it will just delay anything that comes after healing even further, and because there are no useful units in the Med HQ, this is a huge problem.

When OKW had penalties you could go MedHQ and then use the JP4 as a panic button. However not even that is an option.


Btw, when OKW had their penalties you always said their penalties don't actually affect the pricing of the units/tiers whatever. Why did you change your mind?
you know he is a little bias but he doesn't want other to notice so sometime he says good think about okw he just don't want to be found out
22 Jun 2016, 15:41 PM
#88
avatar of Waffaru

Posts: 56

jump backJump back to quoted post22 Jun 2016, 15:28 PMDomine


That doesn't matter, those aren't essential upgrades. Besides, each faction spends about as much resources on sideteching everything, e.g. zooks, nades and healing as OKW spends JUST on healing.


Unlocking healing is no decision, because everyone will unlock healing sooner or later, the exception is OKW because their Healing costs so much fuel they will literally be unable to purchase anything else in time, and add to this that there are no useful units in the med truck, things get very hard.



This guy implying AT nades on conscripts are not an essentual upgrade :romeoHype::romeoHype:

Every OKW fanboy here is crying about the cost of having to pay 25 fuel and around 400-500 worth of manpower to get healing, but they are ignoring one crucial point: The fact that you had to pay for the truck and the HQ building before the patch, which only leaves the additional cost of actually teching the medics on a building that you can deploy anywhere and works as a retreat point and reinforce point

22 Jun 2016, 15:42 PM
#89
avatar of Stug life

Posts: 4474

jump backJump back to quoted post22 Jun 2016, 15:41 PMWaffaru



This guy implying AT nades on conscripts are not an essentual upgrade :romeoHype::romeoHype:

Every OKW fanboy here is crying about the cost of having to pay 25 fuel and around 400-500 worth of manpower to get healing, but they are ignoring one crucial point: The fact that you had to pay for the truck and the HQ building before the patch, which only leaves the additional cost of actually teching the medics on a building that you can deploy anywhere and works as a retreat point and reinforce point

ok why not put medic at HQ for 250 mp ?????
22 Jun 2016, 15:44 PM
#90
avatar of Waffaru

Posts: 56

ok why not put medic at HQ for 250 mp ?????


Indeed, why not? Of course the forward position would lose it's healing abilities, but then again no other faction has a forward station with healing other than OKW (Ambulances are not static buildings), so it should not matter.

I would welcome a change like this, maybe make a medic unit on the medical HQ (like on the logistics glider) that costs 180mp and heals units by itself.
22 Jun 2016, 15:46 PM
#91
avatar of Dangerous-Cloth

Posts: 2066

lol but USF bazooka and double BAR blob is fine smh
22 Jun 2016, 15:48 PM
#92
avatar of Stug life

Posts: 4474

lol but USF bazooka and double BAR blob is fine smh
leave this place with kat we want no bias
22 Jun 2016, 15:53 PM
#93
avatar of Domine

Posts: 500

jump backJump back to quoted post22 Jun 2016, 15:41 PMWaffaru



This guy implying AT nades on conscripts are not an essentual upgrade :romeoHype::romeoHype:

Every OKW fanboy here is crying about the cost of having to pay 25 fuel and around 400-500 worth of manpower to get healing, but they are ignoring one crucial point: The fact that you had to pay for the truck and the HQ building before the patch, which only leaves the additional cost of actually teching the medics on a building that you can deploy anywhere and works as a retreat point and reinforce point




Look, first off, I can see your playercard, tread lightly.


Second, the cost of okw healing was more expensive than everyone elses, but that was fine because OKW could decide between luchs rush or forward retreat + healing, as well as the Medhq unlocking some units technically, although those units are terrible and nobody really uses them competitively.

Now OKW has to spend more for healing than any allied faction spends on all of their sidetechs combined.

22 Jun 2016, 15:54 PM
#94
avatar of Waffaru

Posts: 56

lol but USF bazooka and double BAR blob is fine smh


Axis tanks generally have better armor than the allied equivalents, if you place tanks of equal tier toe to toe.

Now this is important, because the penetration values of the Panzershreck and the Bazooka differ.

Pshreck 170 Penetration close range, 160 far range vs Bazooka 120 close range and I think it was around 110 far range.

What this means in practice is that most panzershrecks that are aimed towards an allied tank WILL penetrate mainline medium allies tanks without fail. Bazookas have trouble penetrating the same tier of axis tanks, due to the low penetration value and the high armor of said tanks.
22 Jun 2016, 15:59 PM
#95
avatar of Australian Magic

Posts: 4630 | Subs: 2

ok why not put medic at HQ for 250 mp ?????


Sure, why not, but not for 250MP but for 150MP and 20F.
22 Jun 2016, 16:00 PM
#96
avatar of Stug life

Posts: 4474



Sure, why not, but not for 250MP but for 150MP and 20F.
again why fuel why not mun ? Tell me an immobile healing station sat cost fuel
22 Jun 2016, 16:02 PM
#97
avatar of Australian Magic

Posts: 4630 | Subs: 2

again why fuel why not mun ? Tell me an immobile healing station sat cost fuel


Because all factions must have fuel tech/upgrade choices.
22 Jun 2016, 16:02 PM
#98
avatar of Domine

Posts: 500



Sure, why not, but not for 250MP but for 150MP and 20F.



This would lead to everyone immediately rushing for luchs, unlocking healing and building a puppchen.
22 Jun 2016, 16:02 PM
#99
avatar of SUCKmyCLOCK

Posts: 207



Sure, why not, but not for 250MP but for 150MP and 20F.


Could you explain to me (logically please!) why healing should cost fuel?
22 Jun 2016, 16:04 PM
#100
avatar of sinthe

Posts: 414

jump backJump back to quoted post22 Jun 2016, 15:41 PMWaffaru



This guy implying AT nades on conscripts are not an essentual upgrade :romeoHype::romeoHype:

Every OKW fanboy here is crying about the cost of having to pay 25 fuel and around 400-500 worth of manpower to get healing, but they are ignoring one crucial point: The fact that you had to pay for the truck and the HQ building before the patch, which only leaves the additional cost of actually teching the medics on a building that you can deploy anywhere and works as a retreat point and reinforce point



Fully upgraded the healing forward retreat point is 600 mp and 55 fuel.
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