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small tech change to OKW to fix their healing problem

4 May 2018, 04:20 AM
#1
avatar of Firesparks

Posts: 1930

Provide the medical truck with 1 medic by default, and the medical upgrade will increase the number of medic to 3 .

This provide the okw with a weak healing that can still top up infantry hp, but they will still need to get the upgrade as fighting become more intense.

there's also a further possible change.

shift the cost of the medical building to the medic upgrade, and lock the flak halftruck behind the upgrade. This mean the okw can mix medical + mechanical for weak healing and luchs, or just go for the flak truck + full heal.


4 May 2018, 04:42 AM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

All other factions need to pay something in addition to tech to get healing, no freebies, OKW is not nor should be excluded in any way.

That is the whole point of having them as an upgrade.
And why the tech itself should be cheaper with a unit locked additionally?
There is no reason for that.
4 May 2018, 04:45 AM
#3
avatar of thedarkarmadillo

Posts: 5279

If okw want helaing they also have it for 3 squads on the sturm pio. Its not perfect but its a good stop gap. They have more healing options than the soviet do upto and including doing nothing until the units heal themselves.
4 May 2018, 20:20 PM
#4
avatar of Stein Grenadier

Posts: 69

Every faction has to pay for their healing.

Sov has to pay 250MP
Ost has to pay 150MP + 60MU
USF has to pay 237MP + 7FU
UKF has to pay 60MU

OKW has to pay (100MP + 15FU) + (200MP + 25FU) + (100MP + 15FU)

The total is 400MP + 50FU. As expensive as that sounds, it's a tech building you can shove somewhere on the map that comes with medics. Add 300MP in, and you can cut the time needed for your troops to return to the frontline unless you park it inside your base- In which case, you won't need to pay 300MP.

Or, if it's too rich for your blood, you could just spend munis to heal 3 squads on the go.
5 May 2018, 01:09 AM
#5
avatar of LiberalPerturabo

Posts: 26

Personally I'm amazed by the number of people still defending this absolutely shit T1 medics system, trying to fix what is basically unsalvagable instead of just giving OKW normal healing like any other faction.
5 May 2018, 06:49 AM
#6
avatar of Sander93

Posts: 3166 | Subs: 6

Every faction has to pay for their healing.


Every faction except OKW also has healing at T0 and doesn't have to make a strategical teching choice in order to heal their units. It doesn't make sense OKW has to make this choice on top of it being incredibly more expensive than all the other factions. At the very least medics on the T1 HQ should come free of charge.
5 May 2018, 07:47 AM
#7
avatar of Stein Grenadier

Posts: 69

Except OKW does have healing at T0 from Sturmpios dropping medkits. Wouldn't affect teching either because it costs munis.
5 May 2018, 11:11 AM
#8
avatar of ferwiner
Donator 11

Posts: 2885

I made a small ranking of faction healing in the game. The factions are shown in the order from best healing (ukf) to worst (sov). I based the ranking place both on the traits in the table, cost of available healing options and some additional features that were hard to place in the table like for example:
1. Usf ambulance can only heal when stationary (so it is under stationary category) but it can run or advance when needed.
2. Okw has free and micro less forward healing on their most used infantry squads with vet.
And so on. Cost was the most important factor though, that is why ostheer is higher ranked than usf and ukf is higher ranked than okw.

I hope this will remind everybody that complains about okw healing just how amazing it is. Mind that okw healing is also going to be even better next patch, as patch team decided they are unable to fix the abusable medic crate bug, so they will make the behaviour that is currently only aviable via abuse the standard.























ukfukfokwokwostheerostheerusfusfsovietssoviets
Stationary forward healingYesYesYesYesOnly in urban defence commander
Forward healing on the moveYesYesYesOnly paratroopersNo
Base healing as part of techNoYesNoNoYes
Minute 0 healing for only munition costYesYesNoNoNo
Access to aura healingYesIn SBPNoYesNo
Durability of stationary healing facility***********
5 May 2018, 20:52 PM
#9
avatar of Firesparks

Posts: 1930

All other factions need to pay something in addition to tech to get healing, no freebies, OKW is not nor should be excluded in any way.

That is the whole point of having them as an upgrade.
And why the tech itself should be cheaper with a unit locked additionally?
There is no reason for that.


Every faction has to pay for their healing.

Sov has to pay 250MP
Ost has to pay 150MP + 60MU
USF has to pay 237MP + 7FU
UKF has to pay 60MU

OKW has to pay (100MP + 15FU) + (200MP + 25FU) + (100MP + 15FU)

The total is 400MP + 50FU. As expensive as that sounds, it's a tech building you can shove somewhere on the map that comes with medics. Add 300MP in, and you can cut the time needed for your troops to return to the frontline unless you park it inside your base- In which case, you won't need to pay 300MP.

Or, if it's too rich for your blood, you could just spend munis to heal 3 squads on the go.


firstly, there's a big difference in only having 1 medic compared to 3 medic. It's not like the AOE heal for the USF and UKF where the number of entites do not matter.

medic heals like the okw, wehr, and sov require the medic entities to heal wound soldier one by one.

Anyone who ever have to share healing with a team mate will note that You can easily overwhelm the three medics with wounded.

and it's not really "free" it's still packaged into the cost of the medical truck + the unpacked truck.

If the flak ht get locked behind the theoretical improved healing upgrade, the okw will just be getting the mg + leig + 1 medic with the base medical truck.

This would make medical truck + light vehicle support more attractive as an option. If you just go pure medical truck nothing would really change.
5 May 2018, 21:37 PM
#10
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4


USF has to pay 237MP + 7FU

Where did this value come from?

Isn't it like 200(250?) + 15F?
5 May 2018, 22:14 PM
#11
avatar of ferwiner
Donator 11

Posts: 2885


Where did this value come from?

Isn't it like 200(250?) + 15F?


It is 250mp 15f. Maybe he uses some bulletin we don't know about?
5 May 2018, 22:22 PM
#12
avatar of swordfisch

Posts: 138

Provide the medical truck with 1 medic by default, and the medical upgrade will increase the number of medic to 3 .

This provide the okw with a weak healing that can still top up infantry hp, but they will still need to get the upgrade as fighting become more intense.


Personally I'm amazed by the number of people still defending this absolutely shit T1 medics system, trying to fix what is basically unsalvagable instead of just giving OKW normal healing like any other faction.



At the very least medics on the T1 HQ should come free of charge.


Axis (OKW in particular) have been stomping 2vs2's lately. Demolishing Allies in the last tourny. We already have yet more nerfs in the can for Conscripts and Tommies that are getting triple nerfed

and you want OKW buffs so their volk blob can heal faster and cheaper....

If OKW are going to get this change then you can give brits a snare and remove the upgrade cost for BARs or Brens. Oh and give them flame nades upon tech up while you're at it.

But what do I know it's not like the US healing can get killed in seconds by a diving 222 or puma, the OKW med truck dies just as quick right? come on people look at the whole package not just the medics in a vacuum, brit healing is more like 180 muni for 3-4 squads to heal everything to a decent level (no one squad is not enough)

5 May 2018, 22:29 PM
#13
avatar of Lago

Posts: 3260

You could always reverse how the trucks work: make them have medics/repair pios by default and lock the units behind the upgrade.

Make the trucks cost the price of the medic/repair pio upgrade (200 MP 15F 100 MP 15 FU) to build. They start with medics/repair pios but all their units are locked.

The now obsolete medic/repair pio upgrade is replaced with an "Activate Headquarters" upgrade that unlocks the units. (EDIT: That upgrade costs the original price of the truck. Forgot to mention that.)

Building the Schwerer Panzer Headquarters requires an activated headquarters.

Side effects are a cheaper King Tiger unlock and faster flamenade/faust/MG34 unlock. This also adds a 15 fuel delay to the Flak HT and Luchs so you'd probably need to add some more starting fuel to offset that.
5 May 2018, 22:52 PM
#14
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post5 May 2018, 22:29 PMLago
You could always reverse how the trucks work: make them have medics/repair pios by default and lock the units behind the upgrade.

Make the trucks cost the price of the medic/repair pio upgrade (200 MP 15F) to build. They start with medics/repair pios but all their units are locked.

The now obsolete medic/repair pio upgrade is replaced with an "Activate Headquarters" upgrade that unlocks the units.

Building the Schwerer Panzer Headquarters requires an activated headquarters.

Side effects are a cheaper King Tiger unlock and faster flamenade/faust/MG34 unlock. This also adds a 15 fuel delay to the Flak HT and Luchs so you'd probably need to add some more starting fuel to offset that.

And then you'll end up with extremely early rush of shock units or massively inflated tech costs.

Sorry, but with how medkits work OKW does not have any healing problem.
They have one of the most accessible healing, only faction that have it easier are brits.
5 May 2018, 22:53 PM
#15
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post5 May 2018, 22:29 PMLago
You could always reverse how the trucks work: make them have medics/repair pios by default and lock the units behind the upgrade.

Make the trucks cost the price of the medic/repair pio upgrade (200 MP 15F) to build. They start with medics/repair pios but all their units are locked.

The now obsolete medic/repair pio upgrade is replaced with an "Activate Headquarters" upgrade that unlocks the units.

Building the Schwerer Panzer Headquarters requires an activated headquarters.

Side effects are a cheaper King Tiger unlock and faster flamenade/faust/MG34 unlock. This also adds a 15 fuel delay to the Flak HT and Luchs so you'd probably need to add some more starting fuel to offset that.


Why would I wan't to have healing before units though if I can use cheap end effective sturmpio medical crate?
6 May 2018, 00:32 AM
#16
avatar of Lago

Posts: 3260

And then you'll end up with extremely early rush of shock units or massively inflated tech costs.


How so?

Why would I wan't to have healing before units though if I can use cheap end effective sturmpio medical crate?


If you went Battlegroup you wouldn't.

The point would be to give Mechanized cheaper access to Battlegroup medics. At the moment they've got to buy the truck, the building and the medic upgrade to do that. This would cut out the building cost.

Is that necessary at the moment? Probably not. Pre-DBP Mechanized was dominant over Battlegroup much like Battlegroup is now dominant over Mechanized. That tells me the tradeoff of relying on crates isn't a dealbreaker.
6 May 2018, 01:53 AM
#17
avatar of ferwiner
Donator 11

Posts: 2885

jump backJump back to quoted post6 May 2018, 00:32 AMLago


How so?



If you went Battlegroup you wouldn't.

The point would be to give Mechanized cheaper access to Battlegroup medics. At the moment they've got to buy the truck, the building and the medic upgrade to do that. This would cut out the building cost.

Is that necessary at the moment? Probably not. Pre-DBP Mechanized was dominant over Battlegroup much like Battlegroup is now dominant over Mechanized. That tells me the tradeoff of relying on crates isn't a dealbreaker.


I agree that one can definitely play on crates only if they rush mechanised. Especially as these are most probably getting buffed in the new patch to cover up the bug.

On a side note, your idea doesn't actually add anything to mechanised build. Think of it. Right now if you want both fast mechanised unit (probably luchs) and base healing, you would go mechanised first, then you would build the luchs and go for the second truck with its upgrade. With your changes, you would have to go for mechanised, upgrade it to produce units, build luchs and then build second truck. That way you pay exactly the same, but you get the luchs later and you can't build units from battlegroup. The only advantage you get is the free repair upgrade, but that comes before any units you could repair, unless you go for multiple kubels. For most builds, single luchs and single kubel can be quickly repaired by sturmpios. Base repairs really becomes important only at medium tank level and up.
6 May 2018, 06:51 AM
#18
avatar of Stein Grenadier

Posts: 69



It is 250mp 15f. Maybe he uses some bulletin we don't know about?


On checking, we're apparently both wrong. First image is with the bulletin, second is one without.



6 May 2018, 06:59 AM
#19
avatar of Firesparks

Posts: 1930

I made a small ranking of faction healing in the game. The factions are shown in the order from best healing (ukf) to worst (sov). I based the ranking place both on the traits in the table, cost of available healing options and some additional features that were hard to place in the table like for example:
1. Usf ambulance can only heal when stationary (so it is under stationary category) but it can run or advance when needed.
2. Okw has free and micro less forward healing on their most used infantry squads with vet.
And so on. Cost was the most important factor though, that is why ostheer is higher ranked than usf and ukf is higher ranked than okw.

I hope this will remind everybody that complains about okw healing just how amazing it is. Mind that okw healing is also going to be even better next patch, as patch team decided they are unable to fix the abusable medic crate bug, so they will make the behaviour that is currently only aviable via abuse the standard.


the issue is more to do with how OKW is locked into medical building , thus shuttering out Luchs+puma (unless you use the medical pack).

Is the luch + puma really that powerful to warrant needing to use munition just to heal?
Since the puma is an anti-tank unit, the real question is the Luch really good enough of a shock unit to warrant the gap in healing.

The luch would need to be an amazing shock unit to beat the combo of leig + flak HT + healing.
6 May 2018, 12:03 PM
#20
avatar of ferwiner
Donator 11

Posts: 2885



the issue is more to do with how OKW is locked into medical building , thus shuttering out Luchs+puma (unless you use the medical pack).

Is the luch + puma really that powerful to warrant needing to use munition just to heal?
Since the puma is an anti-tank unit, the real question is the Luch really good enough of a shock unit to warrant the gap in healing.

The luch would need to be an amazing shock unit to beat the combo of leig + flak HT + healing.


I don't think relying on creates early game is as bad as you make it to be. Yes, you will throw less granades and fusilier based build is probably not an option. Other than that, okw is pretty low on munition usage compared to other factions so you can spare it.

At the same time using crates also has its advantages. It adds a great dose of flexibility, becouse you can heal all your troops on the field and for other factions it often happens that player has to retreat all the way to base with full squad losing time just not to lose precious manpower. While we are at manpower, crate healing is also a valid boost to your manpower economy. Compare it to heling cost of usf or soviets, they always have to stop pushing their early advantage at some point, just becouse instead of getting one more squad they need to pay 250mp for healing. In case of okw player who uses crates, he can pump out one more volk in that time, gaining the advantage for the rest of the early game. You also save fuel you would spend on upgrade so you can get your LV earlier. All in all, the crate build is more agressive and if you can strangle your opponent, can also be beneficial to your resource economy.
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