Login

russian armor

Forward retreat points.

nee
11 Jun 2017, 21:00 PM
#101
avatar of nee

Posts: 1216


True but that doesn't address the rest of your post, and my points in OP and in the post you quoted still stand.
I'm ignoring them because it's more important to consider what is really the problem, what would really solve it, and how it affects three different factions who utilize FRP differently from eachother. Talk about blobbing all you want, but the blobbing situation for OKW is different than that of USF, and blobbing is much harder to achieve with UKF. No one even talks about them specifically.

For OKW I don't think the FRP cost was ever increased, only some tweaks on Volksgrenadiers like increased cost and reduced Volks effectiveness. This overall discourages blobbing, but didn't really touch on the FRP element. If FRP cost was increased, took longer or even required another truck then you at least force the FRP option into mid-game, much closer to that of USFs major. A huge portion of the FRP investment as OKW therefore requires a lot of forward thinking, because you need to place the T2 truck where you want it but forward retreat comes much later. Maybe even require fuel so there is more tradeoff between FRP and teching up to tanks.
For USF major could have it as upgrade as well, just like the other factions' FRP unlock. Being a squad that can retreat or be transported and have call-in abilities makes USF's FRP the most versatile and offense-oriented FRP option, hardly comparable to the others'.
I don't think FRP is an issue with UKF, they require upgrade like OKW, require building like OKW, and with much of the resources on emplacements mean UKF blobs are rarer and less effective. If not then same change to cost for FRP can be applied.
12 Jun 2017, 09:47 AM
#102
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

1.-FHQ For the five factions.
2.-FHQ Unlock in T4 for 1 ultra/light vehicle, maybe with 200MP 50FU.
This way there was a use for Kubel/UC in last game.


3.-FHQ Only until 60 meters.
12 Jun 2017, 20:25 PM
#103
avatar of GhostTX

Posts: 315


You're only considering the economy side. The big thing about frps is that it basically negates one of the big weaknesses of blobbing, which is the fact that once the blob retreats, the blobber really doesn't have a lot of field presence, if at all. With an frp, one can cut off a lot of time spent retreating and moving troops, and also provides a huge safety net since retreating practically isn't punished at all if you can be back on the field in 15-20 seconds. You even say yourself that you're a big fan of frps because having an frp close to the middle and secure is a major tactical focus. It enables people to just throw infantry at the enemy and takes out a lot of tactical depth because, again, retreating is a no-brainer when you have an frp. Taking out frps would make punishing blobs much easier and would add a lot more reason to play with a little thought. You say that blobbers will just take it in stride, and come back 1-2 minutes later. That's huuuuuge and may be one of the effective changes to punish blobs that you yourself stated. And really, you make keeping frps safe sound a lot harder than it really is, especially considering we're talking about okw (flakhq) and brits (sim city).

And that's a big OKW advantage, as they get the earliest FRP out of the sides that have it, well before any real unit can take it out ( How many zook strikes does it take to take out the truck??). Much more and longer map presence than any other side.

USF only get the FRP at T3 and like all USF unit, a glass vehicle, 2 faust hits or small arms. So, not only is the USF FRP later, but a lot weaker too. How is that and advantage when comparing its FRP to OKW?

Early game soft retreat/reinforcement points for everybody, but FRP should be the last tier locked, IMO.
17 Jun 2017, 08:37 AM
#104
avatar of Nano

Posts: 212

jump backJump back to quoted post12 Jun 2017, 20:25 PMGhostTX

USF only get the FRP at T3 and like all USF unit, a glass vehicle, 2 faust hits or small arms. So, not only is the USF FRP later, but a lot weaker too. How is that and advantage when comparing its FRP to OKW?


I think you are looking at it all wrong. The USF retreat point isn't worse. It's just different, sure it comes later but it is an arse ton cheaper and mobile.
17 Jun 2017, 15:23 PM
#105
avatar of Dangerous-Cloth

Posts: 2066

As it looks right now, it will get removed from OKW first. We will have to wait a couple of months in which UKF and USF still have it. Enjoy it guys, things are going to get a lot worse in the coming future lol
17 Jun 2017, 15:33 PM
#106
avatar of Taksin02

Posts: 148

USF = major
OKW = after Schwerer truck setup (reduce FRP upgrade to 240mp)
UKF = after Company command post

Soviet and Wehr = increse a little bit reinforce radius from their truck (M5/sdkfz 251)
17 Jun 2017, 17:48 PM
#107
avatar of LoopDloop

Posts: 3053

USF = major
OKW = after Schwerer truck setup (reduce FRP upgrade to 240mp)
UKF = after Company command post

Soviet and Wehr = increse a little bit reinforce radius from their truck (M5/sdkfz 251)

Won't fix anything and still leaves soviets and ost at a disadvantage.
18 Jun 2017, 01:00 AM
#108
avatar of Nano

Posts: 212


OKW = after Schwerer truck setup (reduce FRP upgrade to 240mp)


You will never see the med HQ again early game. Everyone will go Panzer 2, there will be almost no reason to buy med HQ any more.

I hope people consider the serious game meta changes that will occur when these changes are looked at.
18 Jun 2017, 06:41 AM
#109
avatar of LoopDloop

Posts: 3053

jump backJump back to quoted post18 Jun 2017, 01:00 AMNano


You will never see the med HQ again early game. Everyone will go Panzer 2, there will be almost no reason to buy med HQ any more.

I hope people consider the serious game meta changes that will occur when these changes are looked at.

Which change? Not having frp? Going battlegroup will still provide access to isg, dirt cheap maphack halftrack, and flaktrack, which still makes for a pretty solid tier for more conservative/defensive play. It will also still provide access to a forward reinforce point that can be soft retreated to, and you will still be able to get a real tank out sooner than if you went luchs/puma. FRPs probably won't even be in the game if the modding team gets another patch anyway.
18 Jun 2017, 07:13 AM
#110
avatar of Dangerous-Cloth

Posts: 2066


Which change? Not having frp? Going battlegroup will still provide access to isg, dirt cheap maphack halftrack, and flaktrack, which still makes for a pretty solid tier for more conservative/defensive play. It will also still provide access to a forward reinforce point that can be soft retreated to, and you will still be able to get a real tank out sooner than if you went luchs/puma. FRPs probably won't even be in the game if the modding team gets another patch anyway.


It won´t be seen because you can get those options later. You will now have no frp, need to sidetech for medics and have no early game light vehicle that can actually do something against light vehicles. The tier isn´t bad, but losing the frp makes it a kind of tier that you get after the initial most important tier.

I think they are going to remove all frps from the game, including the USF and UKF ones. This is going to hurt OKW and USF the most I think.
20 Jun 2017, 09:29 AM
#111
avatar of Garrett

Posts: 309 | Subs: 1

jump backJump back to quoted post12 Jun 2017, 09:47 AMcapiqua


3.-FHQ Only until 60 meters.


Nr. 3 doesn't seem viable for me, because it would seriously interrupt the healing of your units. Soviets wouldn't receive any healing anymore and would have to walk to the HQ (thus rendering the whole thing useless), while you would need an extremely forward Med Bunker, to heal your guys. Depending on when you would be able to activate this 60m radius (on some 1v1 maps that would make a significant difference, less so on 4v4 maps), you would probably have to build two med bunkers during the game in order to get effective healing. OKW would also have problems with healing, but a bit less due to auto-healing of Volks.

This would, imo, benefit the Brits (nothing would change in terms of healing compared to now) and USF due to the mobile healing platform.
0 user is browsing this thread:

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

729 users are online: 729 guests
0 post in the last 24h
7 posts in the last week
34 posts in the last month
Registered members: 49118
Welcome our newest member, Ava Sofia
Most online: 2043 users on 29 Oct 2023, 01:04 AM