Shouldn't that have been removed a while ago? Kholodny Ferma and Moscow outskirts still have deep snow parts.
Why? |
No need to bet, I agree with you because for a lot of people who are use to excellant anti everything mainline infantry with little to no teching before a panther or such will have trouble with the adjustments and strategy of using a combine arms approach for now on.
Or as we the rest the community call it, playing the game like how it was suppose to play.
And how do you explain that OpKW didn't have the highest wr, but instead the lowest in 1v1 and 2v2 for the past week?  |
USF's healing platform is the weakest of all platforms, since it gets shot to hell pretty fast and is slow. Also, the only way to get a retreat point for USF is to make a major, also limiting, akin to the Medical HQ, the things you can do if you choose to go major first (hence why many preferred captain, in addition to the AT-platform he provided)
USF healing is generally considered the best, together with UKFs.
their healing station also is equal as the OKW one, but is limited to their base and they do not get a retreat point tech (non-doc, at least).
Sov healing point is worse at healing than OKW one but cheaper.
UKF is indeed the most expensive to tech, and to correct some of your calculations, the actual cost of upgrading squad size, grenades and unlock weapon racks and the ability to upgrade healing units is 95 fuel (you have to tech platoon command post).
The reason why I don't include the platoon command post is that it is not a choice. Otherwise OKW Shrecks and other assorted things like Nades would also have a teching cost.
Finally, it is indeed true that you know what rank you play, but one can only use assumptions of your ranking if it's not visible to others, specially if you bring it up yourself. This could hinder your credibility on balance threads like these, as anyone without a visible playercard can claim to be top ranked.
I don't force anyone to argue with me.
But here's something I can promise you. Things will get changed again. |
Well, in responce to the playercard issue, I can't see your playercard, so I suggest you add that to your profile before instigating playercard-related feuds.
Secondly, I would hardly call ISGs, half-tracks and infrared trucks useless. Specially now that OKW is moving more towards combined arms (and the fact that USF mortars are going to make artillery counter-play more frequent, their use will become more prominent.
If your biggest concern is OKW having to spend more for healing than any allied faction spends on all their sidetechs (which, by the way, is NOT true), then one way to remedy this would be to lower the cost of the medics on medic HQ, but place some of the abilities of volks and or sturms behind techwalls (For example, the STG upgrades, the flame grenade and/or the shreck upgrade)
No thank you. I know at what rank I play and will adjust my attitude based on the perception I have.
The problem with ISGs, halftracks and infrared trucks is that the only real unit that is used competitively is the isg, which is however mediocre. Flaktruck and infraredtruck are troll units.
But let's try and compare the teching cost.
55 fuel is healing cost for OKW.
USF chimes in at 25 + 10 + 15. 50 Their healing cost is 18% of OKW.
UKF is 15 + 15 + 35 for everything. 65. They have a 30 munition sidetech per unit for Healing, and it's completely free to use afterwards. Unless you include Hammer/Anvil as side tech, then they have the highest side tech cost.
Soviets spend 15 + 25. Their healing cost is 250mp.
In other words, the only one who has a higher total tech cost for everything compared to OKW healing is UKF. But OKW also has repair side-tech. Kappa.
And no one comes close to OKW healing costs.
Besides, several of those are behind techwalls already. |
Sure, why not, but not for 250MP but for 150MP and 20F.
This would lead to everyone immediately rushing for luchs, unlocking healing and building a puppchen. |
This guy implying AT nades on conscripts are not an essentual upgrade  
Every OKW fanboy here is crying about the cost of having to pay 25 fuel and around 400-500 worth of manpower to get healing, but they are ignoring one crucial point: The fact that you had to pay for the truck and the HQ building before the patch, which only leaves the additional cost of actually teching the medics on a building that you can deploy anywhere and works as a retreat point and reinforce point
Look, first off, I can see your playercard, tread lightly.
Second, the cost of okw healing was more expensive than everyone elses, but that was fine because OKW could decide between luchs rush or forward retreat + healing, as well as the Medhq unlocking some units technically, although those units are terrible and nobody really uses them competitively.
Now OKW has to spend more for healing than any allied faction spends on all of their sidetechs combined.
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I'll say it again(and again and again), it was NOT an issue for the last 2 years, it is NOT an issue now.
OKW always got healing last and there was nothing wrong with it back then, OKW getting healing 30 seconds later will NOT change anything.
These upgrades were granted the moment OKW lost penalties but kept vet5 system.
And yes, you DO have decision making now, you now CHOOSE if you want to support yourself with spio vet1 crates or open medics by paying different resources.
Obviously, you will end up with medics eventually anyway, but its not the only viable option for early game any longer now.
Except that healing was never as expensive for OKW as it is now (not even with penalties), and it didn't cost them extra fuel.
I will say it again as well, unlocking healing is not a decision, just a question of time. For OKW it will just delay anything that comes after healing even further, and because there are no useful units in the Med HQ, this is a huge problem.
When OKW had penalties you could go MedHQ and then use the JP4 as a panic button. However not even that is an option.
Btw, when OKW had their penalties you always said their penalties don't actually affect the pricing of the units/tiers whatever. Why did you change your mind? |
Yes, go full tunnel vision mode.
Ignore that soviets need side tech for AT nades and molos.
Ignore that USF need side tech for nades and weapons.
Ignore that UKF need side tech for weapons, nades, 5th man and units themselves.
Yep, completely unrelated side tech costs.
Just be glad that schwerer gun side tech didn't made it in. 
That doesn't matter, those aren't essential upgrades. Besides, each faction spends about as much resources on sideteching everything, e.g. zooks, nades and healing as OKW spends JUST on healing.
Unlocking healing is no decision, because everyone will unlock healing sooner or later, the exception is OKW because their Healing costs so much fuel they will literally be unable to purchase anything else in time, and add to this that there are no useful units in the med truck, things get very hard. |
OH MY RNGOD!
POOR POOR OKW, forced to actually make an economical decision like every other army in game!
I guess its good that volks can still get lots of exp from fausts and auto heal at vet3. 
No more special snowflake time, manage your economy like any other army 
Except OKW is the only one that has to make such a decision.
Sov healing 250mp, OKW healing 55 fuel + 400 or 500 mp
Absolutely the same Kappa |
The reason why repair speed of wfa should be lowered and not efa increased is to nerf heavy armour play a little bit. Armour doesn't bleed, infantry does.
If you can repair heavy armour(or any armour for that matter) quickly, then your advantage over an anti-tank based build is bigger than infantry-heavy army vs. anti-inf based build. |