Why does USF start with more resources than OKW?
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Why doesn't OKW pay separately for ability to get weapon upgrades and grenades?
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Reminder that initial resources are basically purely mp wise. That's your initial amount plus the cost/value of your starting unit.
Fuelwise is just a matter of timing, cause any faction with a slightly higher or smaller amount, accounts for either sidegrades or basically min 0 teching (OH/SU).
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The better question is, how do you balance units based on cost, when everyone starts with different starting resources?
I don't know, you could for example, give them different units with different prices, different upgrades and different stats, you could maybe even lock them behind different tech structures with different tech prices to introduce different timing?
And in regards to starting resources, menpower specifically, its 500mp minus starting squad, but there are more exceptions to that now and can you guess which factions gets most of these extras?
OKW gets extra 100mp.
Ost gets extra 60mp.
UKF gets extra 50mp.
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Starting fuel is for tuning timings: add +10 starting fuel to a faction and they'll get their first vehicle out sooner. If you simply made that unit cheaper you'd also make it more spammable.
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Just curious.
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Katitof :
Donno.
Why doesn't OKW pay separately for ability to get weapon upgrades and grenades?
+1 So nicely said
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Posts: 1954
I dunno, why does OKW get a non-doc King Tiger?
Or better yet, why doesn't USF get a non-doc Pershing?
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Or better yet, why doesn't USF get a non-doc Pershing?
because pershing is fast tank with high wiping potencial...while KT means you will lose because 1-2 TDs allie deny it hard.
take other units than the KT..and your win chance raises enorm. thats why you see KT so less.
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because pershing is fast tank with high wiping potencial...while KT means you will lose because 1-2 TDs allie deny it hard.
take other units than the KT..and your win chance raises enorm. thats why you see KT so less.
If you build a kt against allied TDs you desire to lose... Try a Jp4 or some cloaking raks to defend it and stop yoloing it into the enemy lines like the old one tank army it was and bloody well support it
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If you build a kt against allied TDs you desire to lose... Try a Jp4 or some cloaking raks to defend it and stop yoloing it into the enemy lines like the old one tank army it was and bloody well support it
you sound like that i play like this. thats wrong.
i said: thats why you never see it often...in all games...because its a bad unit actually and its like a shot in your own leg.
other units rewards you more for this high cost and pop.
it doesnt wipe anymore...only lucky shots and will get penetratet from every alli tds conitounsly.
is slow and throw you back...because you invest the highest cost ingame and can lose it to fast while
it can stay back and shot here and there...but this can a p4 too...and its faster.
KT need a whole army to support...can´t operate alone or can be very effective..
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i hate when axis fans want to nerf further more the already hard to play USF
hard to play is relativ: if you play vs okw..its easy win with the right commander and pio spam into stuart ... 4-5 flamers with zooks are cancer
Posts: 464
If you think it works pls try it and then see how easy it is and how micro intense
hard to play is relativ: if you play vs okw..its easy win with the right commander and pio spam into stuart ... 4-5 flamers with zooks are cancer
Posts: 18
Just curious.
Well, because okw start with sturmpioneers, and usf start with Rear echelons. Im pretty sure you know which is the better unit there.
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