Economy guide
26 Mar 2017, 14:58 PM
#1
Posts: 87
Is there any threads about ecnomy around in this forum i can read, someone link pls ? ty
26 Mar 2017, 14:59 PM
#2
Posts: 13496 | Subs: 1
Define economy guide? what are interested to know? (edited to make it more clear). Tech costs? mp/mu/fu ratio? resources return of points? economy abilities?
26 Mar 2017, 16:12 PM
#3
Posts: 2066
Define economy?
In game economy, so fuel income, manpower income, munitions income etc. How to prioritize cap orders, how to spend it etc.
26 Mar 2017, 16:26 PM
#4
Posts: 149 | Subs: 1
cap resources LUL
26 Mar 2017, 16:40 PM
#5
Posts: 246
I'd actually say that such a guide would be one of the most important, if not most important, for new players and players who can't figure out why they're not making progress.
However, an alternative is simply watching a LOT of games, especially with commentary, e.g. The Propagandacast.
You watch enough of those, and you come to a high level understanding of the ebbs and flows of resources, as well as a critical feel for roughly when players tech up, how to prioritize resource-oriented activities, when to build caches, etc.
However, an alternative is simply watching a LOT of games, especially with commentary, e.g. The Propagandacast.
You watch enough of those, and you come to a high level understanding of the ebbs and flows of resources, as well as a critical feel for roughly when players tech up, how to prioritize resource-oriented activities, when to build caches, etc.
26 Mar 2017, 17:54 PM
#6
3
Posts: 545
if you wish to know a good teamgame economy strategic move the best resource boost in game still is the Whermacht trade 200mp for fuel or Munitions. Planes fly from your base and are invulnerable (100% cant be shot down) and the drop is complete in 60 seconds long before enemy can react. Easy to use if your playing in team game formats highly recommended.
27 Mar 2017, 15:01 PM
#7
Posts: 8154 | Subs: 2
I guess we need such a guide hint hint strategist hint hint
Someone fulfil as i'm working on memory (edit: nevermind i'm not gonna mention values to not make an error).
Base: all factions starts with the same amount of fuel/muni gain and mp gain. But that's not necessarily the same for starting mp at the beginning of the game.
MP income: all factions get 300mp/min which is later discounted by 1.5 per popcap.
Strategic points: they steadily increase both muni and fuel. They give practically half the resources from specialised points.
And it could go on...
About gameplay, some IMO misconceptions/errors.
1-Spreading out your forces thin early on in order to cap the most amount of points.
This is how most people start to play the early. Specially on teamgames, this can be punished easily by an opponent who rushes key points on the map (buildings, green cover) or tries to go for a 2v1 situation forcing early retreats.
It's not just about capturing a point, but actually retaining it.
2-Floating MP, muni and fuel.
MP: Unless it's the first 5mins, floating mp is not necessarily bad. Why? It all depends on how much control you have over your opponent. If you increase your popcap, this means that you have to be effectively be more efficient with your troops in order to not be losing on the mp war. Worst thing is having an army with idle units.
Muni: unless you need it for specific high cost abilities, floating munition IS BAD IF you are not winning the engagements.
Fuel: treat it as a tool or gate to gain access to generally more cost/effective units.
3-Caches early on. Yeah, every one wants to have them, but remind yourself you are losing almost a squad worth of mp in order to gain a few units of fuel/muni. It's an investment which can backfire if your opponents is able to aggro your position.
Someone fulfil as i'm working on memory (edit: nevermind i'm not gonna mention values to not make an error).
Base: all factions starts with the same amount of fuel/muni gain and mp gain. But that's not necessarily the same for starting mp at the beginning of the game.
MP income: all factions get 300mp/min which is later discounted by 1.5 per popcap.
Strategic points: they steadily increase both muni and fuel. They give practically half the resources from specialised points.
And it could go on...
About gameplay, some IMO misconceptions/errors.
1-Spreading out your forces thin early on in order to cap the most amount of points.
This is how most people start to play the early. Specially on teamgames, this can be punished easily by an opponent who rushes key points on the map (buildings, green cover) or tries to go for a 2v1 situation forcing early retreats.
It's not just about capturing a point, but actually retaining it.
2-Floating MP, muni and fuel.
MP: Unless it's the first 5mins, floating mp is not necessarily bad. Why? It all depends on how much control you have over your opponent. If you increase your popcap, this means that you have to be effectively be more efficient with your troops in order to not be losing on the mp war. Worst thing is having an army with idle units.
Muni: unless you need it for specific high cost abilities, floating munition IS BAD IF you are not winning the engagements.
Fuel: treat it as a tool or gate to gain access to generally more cost/effective units.
3-Caches early on. Yeah, every one wants to have them, but remind yourself you are losing almost a squad worth of mp in order to gain a few units of fuel/muni. It's an investment which can backfire if your opponents is able to aggro your position.
27 Mar 2017, 15:08 PM
#8
Posts: 4314 | Subs: 7
I guess we need such a guide hint hint strategist hint hint
27 Mar 2017, 16:16 PM
#9
3
Posts: 545
Also there remains the Opel, Wher supply drop and Allied supply drop to supplement your economy.
The allied drop is 200 munitions for a slow moving target over the Axis base sector. Whereas the Wher one flies from a friendly base sector with invulnerable aircraft for 200 manpower a free resource. Tough choices in COH2 for aerial supply.
Open is alright.
The allied drop is 200 munitions for a slow moving target over the Axis base sector. Whereas the Wher one flies from a friendly base sector with invulnerable aircraft for 200 manpower a free resource. Tough choices in COH2 for aerial supply.
Open is alright.
27 Mar 2017, 21:38 PM
#10
Posts: 851 | Subs: 1
Snip
3-Caches early on. Yeah, every one wants to have them, but remind yourself you are losing almost a squad worth of mp in order to gain a few units of fuel/muni. It's an investment which can backfire if your opponents is able to aggro your position.
Good points!
However, with that last one, it depends on placement.
In 4v4 scenario, generally the closest points to base are the first to get caches.
This sometimes can turn the tide half way through the match, and effectively stops a closed pocket raid on your team
28 Mar 2017, 00:34 AM
#11
Posts: 8154 | Subs: 2
Good points!
However, with that last one, it depends on placement.
In 4v4 scenario, generally the closest points to base are the first to get caches.
This sometimes can turn the tide half way through the match, and effectively stops a closed pocket raid on your team
A "decent" team will steam roll you with clowncar/bren carriers early on destroying those precious caches.
"Dead bodies don't cap flags and caches don't shoot back"
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