It's balanced by the fact a single cache counters it and the doctrine has nothing else to go for. The whole commander is designed around that ability. It's gimmicky since it won't work on certain maps. |
Relation with the grenade question.... 0, I'm just amazed by your argumentation and reproduce it.
Then please enlighten us, why should an ability that cost half the price perform on the same level? |
I'm amused with everyone giving Dusty shit for his opinion.
1vs1 & 2vs2 are competitive modes and 3vs3+ are fun modes, that doesn't mean that game's not supposed to be fair in that modes, simply that situations are created which can not be balanced.
Core game mechanics play less on an role or non at all in 3vs3+. If you check how maps are designed you'd also notice that 1vs1 & 2vs2 are designed with a competitive mindset; you have mirrored maps that usually have some space for flanking, while 3vs3+ maps seem to be bottleneck after bottleneck, with steppes & general mud being the only exception. Just check how Lorch Assault is designed, a huge fucking castle with no tactical purpose whatsoever, just eye candy and 5 Victory Points.
The main issue right now is the popcap bug - while giving OKW an advantage in 1vs1 in turns into a huge asset in 2vs2 and becomes utterly broken in 3vs3+: When your core army takes less popcap that means you can field more infantry, allows more tanks in late game and generally never struggle to accumulate enough MP for tanks in late game. As an allied player that means you will have to deal with more units while having less. Now multiply this with 4 and you will face an enemy you can not beat.
Especially in the clusterfest 4vs4 games are. Anyone saying 4vs4 have the same tactical depth or skill range like 1vs1 games has no clue whatsoever. 4vs4 derive into age of empire games in late game where its all about accumulating a critical mass of units to roll over the enemy since flanking options are limited, as a player your usually have one corridor which you have to win and then when you won you can assist team members, seal clubbing enemies in 3vs1 situations etc.
Things like KT without CP or Panther arriving to late can be easily fixed by adding CPs to the KT and requiring 3 trucks deployed for the Panther. |
It seems whenever you have the resources for a call in unit, the announcer repeats his lines.
E.g. Machgine gun 34 Team ready, Machine gun 34 Team ready, Machine gun 34 Team ready
E.g. We have now access to Model E Stug Assualt gun, We have now access to Model E Stug Assualt gun, We have now access to Model E Stug Assualt gun
It's pretty annoying that lines every time you hit the resources. |
Here's the deal:
P4 =AI + medium tank support (low pen, but good against infantry)
JP4 = Counter for medium tanks (long range, high dps, mediocre) penetration)
Panther = counter for heavy tanks ( low dps, high penetration)
As you see every unit excels at a specific role. |
Unless they fix the popcap you will be extremely disadvantaged at every point in the game.
What worked for me so far:
1 Vickers, 2 Sections, 1 Royal Engineer.
Your royal engineer should place mines on some nice spots asap.
AT Gun then Sniper, If blobbing is too great get another Vickers. If you manage to save up manpower, get a mortar pit going. Create a lock down sector with your 2 vickers and one mortar pit.
Don't bolster your squads, that will fuck up your economy. Go straight for tank (cromwell prefered to crush volks blobs). From that point on I would tech for Brens, so your IS get their late game power.
Now it's up to you, which playstyle you prefer (anvil/hammer/call ins etc) |
Yeah and also give it the ability to call in artillery and also have it produce vehicles and also make it a repair station.
Sounds fair to me. USF excels at customer service, so I heard at least. You can buy ammunition & guns everywhere in the US, so why shouldn't the ambulance provide also some guns? 'Murrica! |
Lets do some math.
Shock troops = 6 man squad. 12 popcap = 2 popcap per squad entity
Bolstered section = 5 man squad. 10 pop cap = 2 popcap per squad entity
Obers = 4 man squad. 8 popcap = 2 popcap per squad entity.
Whoa.
You don't say I know the logic behind it, it's stupid. Popcap should represent unit value, Shocks are not a Sherman. 3 Obers will be far stronger than 2 Shocks. Bolstered Sections right now damage your economy too much, the one men doesn't really cut it. I wouldn't recommend anyone to bolster the squads any longer. |
So it's the Pop-cap and not the 14min Panther, followed by a double stuka or KT? ... and not the ridiculous Volks spam at the beginning of each game?
From my view, the pop cap issue is just one of many reasons and not even the biggest one about OPKW.
You can spam volks because they have only 5 popcap and hardly drain your manpower so you have the mp ready for the panther when it's unlocked. Panther should require 3 trucks deployed. KT can be behind CP. |
Can we please keep the discussion concentrated on one thread? http://www.coh2.org/topic/45822/ukf-on-life-support |