Why is this community so intent on removing features from this game? I get the argument that playing against FRPs is at time frustrating, but usually the use of FRPs by your enemy opens up many ways for a creative and skilled player to punish. Add to this the fact that EFA armies have ways to reinforce out in the field that don't require the use of static/slow as shit (ambulance) options, and taking away FRPs from WFA significantly cripples their on field staying power.
The removal of FRPs is going to require alot of thought as well as additional reinforce-on-the-field options that aren't doctrinal to WFAs. It's not an awful idea, but it is an idea that's going to require alot more thought than some of you seem to be willing to put into it.
If all FRPs were of equal weakness, that'd be one thing. But they're not and so disproportionate to the sides. The biggest disparity is OKW and USF, where OKW, with the strongest opening units (SP & Kubel cheese), gets FRP earlier than any one else AND its the toughest to kill; whereas USF, gets the latest (Major) and weakest (ambu) FRP of the bunch.
If FRPs were all as "squishy" for the risk/reward (forward retreat point, but you gotta work at preserving it), that'd be one thing, but they're not.
I'd be more a fan of soft-retreat reinforcing, rather than the "get out of jail FRP because blob got stopped then I resend blob 5s later" |
Rubberband is a good description. The unit moves forward then hits like a rubber ball and bounces backwards before it goes forward again. |
As the topic says, click on the tank to move forward, it goes forward, then it goes backwards, then forwards again. Seems to happen a lot, and is frustrating, as you lose time trying to attack and lose the advantage, or you lose a unit because the stupid thing backs up into the enemy units. |
Super TDs completely ruin balance.
JT/Ele on Hill 400? sucks to be allies "gg"
JT/Ele on Redball? sucks to be allies "gg"
JT/Ele on Minsk? sucks tob be allies "gg"
JT/Ele on Rhzev? sucks tob be allies "gg"
JT/Ele on Crossing? sucks to be allies "gg"
JT/Ele on Hamburg? sucks to be allies "gg"
JT/Ele on Lanzerath? sucks to be allies "gg"
....
...Your streaks say otherwise.
Who says his win rate is when the Heavies are out? Allies can win games prior to the OP heavies coming out. Just when the Heavies come out, the chances of Allies winning plummet. Out armor-ing and out-sighting, Axis just has to camp with the heavies and wait for the Allies to charge, then just mop up. It takes hella amount of skill and teamwork on the Allies part to win after that. Axis just has to attack-move.
|
You're only considering the economy side. The big thing about frps is that it basically negates one of the big weaknesses of blobbing, which is the fact that once the blob retreats, the blobber really doesn't have a lot of field presence, if at all. With an frp, one can cut off a lot of time spent retreating and moving troops, and also provides a huge safety net since retreating practically isn't punished at all if you can be back on the field in 15-20 seconds. You even say yourself that you're a big fan of frps because having an frp close to the middle and secure is a major tactical focus. It enables people to just throw infantry at the enemy and takes out a lot of tactical depth because, again, retreating is a no-brainer when you have an frp. Taking out frps would make punishing blobs much easier and would add a lot more reason to play with a little thought. You say that blobbers will just take it in stride, and come back 1-2 minutes later. That's huuuuuge and may be one of the effective changes to punish blobs that you yourself stated. And really, you make keeping frps safe sound a lot harder than it really is, especially considering we're talking about okw (flakhq) and brits (sim city).
And that's a big OKW advantage, as they get the earliest FRP out of the sides that have it, well before any real unit can take it out ( How many zook strikes does it take to take out the truck??). Much more and longer map presence than any other side.
USF only get the FRP at T3 and like all USF unit, a glass vehicle, 2 faust hits or small arms. So, not only is the USF FRP later, but a lot weaker too. How is that and advantage when comparing its FRP to OKW?
Early game soft retreat/reinforcement points for everybody, but FRP should be the last tier locked, IMO. |
Depends on what you get shot at and if you're leaving garrisons, light cover, etc.
They were moving around (because axis gets to squish nearly with every tank) or toward the tank to get in zook range. Never from garrison. |
I think we all can feel that, but with good micro and maybe some lucky zooks or 57mm pen on a panther a sherman could take it out. Its hard a shit to do sometimes though
I kinda wish Rifle Company (Correct me if im wrong on this, haven't used the commander in a while at not up to snuff on the meta) wasn't so weak so the E8s could make a comeback, that tank kinda filled some roles that USF is missing rn.
Like Airborne, Relic chose to make Rifle almost useless by nerfing the good units down to feeble amounts. Agreed, the E8 used to fill some gaps, now it's feels like a Sherman-lite. |
I can't find any info on this latest patch (not the Winter balance?), but these past few games, I've been having 4-5 man squad wipes as USF from single shot tank hits. |
Just *sigh* at the thread. USF is almost completely nerfed out already, and yet unit for USF to get nerfed? The Leig has better AI and there's no threads on it. |
As it's been mentioned, I'd be curious to see if FRP were removed and only soft-retreat reinforcing were available (vCoH style playing ergo Forward HQ). Still keep the game the same way, with the USF ambu, OKW truck, Sov/Ost HT...just remove the ability for the "get out of jail" retreat card to be so close to the front.
If you do a hard retreat, that's part of the penalty for retreating, you go allll the way back to your base. Again, I think the early FRP of OKW makes them so powerful early game. They already have the strongest early game units (SP & Kubel combo), no sense it getting those back in action so quickly after a hard retreat. Give the other side a reward and time to breathe for forcing OKW back.
FRPs are dumb, and by far the most broken thing in the game. I cannot fathom how they have not been removed when the two most broken blobbing factions (US and OKW) are the ones using their FRP the most often.
It's been a broken feature for a while and only serves to dumb down infantry play. Completely removes the critical thinking component of deciding whether or not to retreat, and turns it into a brainless reset button.
USF can only do FRP at T3 (Major). That's LATE game. OKW can FRP at T1. Slight difference. USF has ambulance at T1, but that's only for soft retreat, and it's weak as hell. When USF retreats it's blob, it goes back to base. OKW retreat it's blob, and it only goes back 1 sector (or whereever the truck is planted). |