osther (like SU) don't get free stuff (officer FPR or flack gun) like other faction
that's why su and osther have similar cost 175, 185 (then their tank cost 90 and 120 so they come around the same time)
compare it okw and u will see the picture (as one could make the same argument switching ost for su and usf for okw)
btw the 250 cost is if u got for bot at gun , mg and LV , it's 230 if u go for at gun and mg only
You're still deflecting. Even if I compared USF to OKW, it would still be 1190/250 versus 700/210 for the fastest route. |
I am going to become the number 1 ladder player on Axis, both OST and OKW. After this, I will infiltrate myself into the balance team to unleash my master plan that is to nerf every Axis unit currently on the roster. For my coup de grace I will delete OKW from the game.
Cap it, it’s time for #punishedgooner
Be careful about infiltrating yourself in public. It might be illegal in some states. |
it does not come sooner tho
08/19 Tech cost:
USF
400/20 (200)
Upgrades: 150/15
Medic: 250/10 (2/3 popcap)
Officers: 200/35
Upgrade: 50/20
Major: 190/120
Weapon, nade, ambulance, 1 officer full, major:
990mp/215f (-20f)
Including both MG and AT gun:
1190mp/250f
Full roster:
1240mp/270f
OH:
420/20 (200)
T1: 80/10
BP1: 100/40
T2: 200/20
BP2: 200/90
T3: 140/15
BP3: 100/25
T4: 100/25
Medic: 150/0/60 (muni)
Medic, T3 (Ostwind rush):
590/145 (-20f) (+60mu)
With T1:
670/155
With T1+T2:
870/175
T1 + T2 + T4:
930/210
Full:
1070/235
You said it doesn't come out sooner but then showed the 870/175 cost to start building P4's and Ostwinds versus a minimum of 990/215 to start making Shermans or Jacksons. Most of us like having both MG's and ATG's so it is 1190/250. Are you trying to tell us that 870/175 is more than 990/215? |
Having to purchase them with a halftrack is a deal breaker. The infantry is good when I've tried it but really don't want a bunch of halftracks. |
I agree with the point on obers. Additionally I think fallschimjaeger are in the same boat. Calling them in if your schwerer is down they will not be able to upgrade.
I think For Falls and obers they should have the condition of once constructed the weapon upgrades are permanently available similar to the KT.
+1 It's enough of a penalty to have to rebuild the Schwerer to bring in armor. |
I wish they would take out the "free" Lt and Cpt, and adjust the tech costs accordingly. It makes every game against similarly skilled opponents into the same tired see-saw. You're behind while waiting for the first officer. The first officer hits the field and suddenly you have this power spike that gives you back a lot of map control. Then you likely fall behind when their armor comes out sooner. |
Isnt it optional and you still get 7th man for free after T4?
No, you have to pay 100mp/25 fuel to enable the upgrade globally, then pay 50 munis per squad, and then pay for the reinforcement, which I forgot in my earlier post. If you have three squads then it is 360mp/15fuel/50muni per squad. I sometimes just get two if I'm going to get Guards or shocks so then the price per squad is 410/22/50 per squad. |
I think USF is going to be in a really good spot. My only complaint is that the pakhowie change was weird. no nerf to AoE instead it was scatter, and its durability is still poor AF vs stuka zu fuss because 6->5 man in previous patch.
That and I wish they had nondoc rocket arty. You simply cannot break heavy entrenched axis players with constant pak howie/scott. You actually need a priest and in 1v1 play that is almost a death sentence.
I don't mind the lack of nondoc rocket arty but the lack of durability of the pak howie and barrage range of the Scott do make dealing with entrenched players difficult. It's worse in 2v2's or more. Someone will always get a werfer or stuka and wipe your pak howie every minute and a half, until you stop bothering recrewing it.
I wouldn't mind a further slight nerf to the Scott's direct fire if they would buff the barrage. The range should be at least the same as the pak howie and the number of shells should go up. In short, turn it into mobile arty. |
SEPTEMBER 2019 PATCH PREVIEW - VERSION 1.3
Please take out all of the changes to mobilize reserves. I realize that it started as an attempt to improve it but it's turned into a dealbreaking nerf. If you want bolstered squads that can snare and throw molotov's, you pay 305mp/45fuel plus 240mp/50muni per squad. I usually get 2-3 so the average cost per squad is at least 340/15/50, which seems like it should get you an Ober or Falls instead of a slightly less shitty Con squad. |
Go watch the vid again.
3 churchills and FUCKING ANTI TANK GUN THAT TOOK DOWN 2 OF THE STUGS.
It (the AT gun) didn't fit people's narrative so was conveniently left out. (comments not directed at balance team)
At 19 pop cap, 2 Churchills and 2 RE's to repair them eat up 52 pop. Contrary to popular belief, that still leaves you with no reliable anti-tank. Add in a vickers, a Firefly, and two sections and then you're going to have to choose between another piece of AT, indirect, or another section. |