Not exactly, ostheer always lacks manpower so building caches or not is a decision you have to make with both pros and cons. Okw on the other hand floats horribly so letting them build caches is major buff to axis forces in team games.
OKW being able to build them so they float less MP would make OKW less OP, not more. Or do you think the current giant OKW infantry hordes are balanced right now, honestly?
I'm pretty certain people know that; and that their income from them is affected like anything else
Not really, OKW being able to build them wouldn't change the dynamic at all outside of ones, and I don't think OKW is really all that OP in ones anyway.
OKW can already get cache income, and due to it's MP float it can cover for the Ostheer opponent anyway by spamming infantry. |
Caches for OKW will break the game
You do realize that OKW benefits from caches?
This. I've said this in my previous post. The synergy between caches and conversion will break the game, even if the cache provides less resources. You almost always have excessive MP with OKW, so if you build 2 fuel caches and then convert to muni, you are gonna have mark 7-8 minute Schreckblob, then you convert to fuel and a couple minutes later here comes Luchs. With the current state of Raketen, it's gonna be impossible to counter this army.
This is already possible
EDIT: Do people really not know that caches for OKW is already a thing lol, this would just mean that Ostheer has to play logistics officer less in 2s/3s/4s |
Your knowledge of OKW is simply bias.
I stated exactly why resource caches won't happened. Gave you examples. Refer to these posts. You still didn't provide me with any reasonable argument except for "because I want to".
There are reasons for certain things being as they are and for them to change would require far more than simple adding or removing feature.
For the very same reason I am oppose to giving Conscripts any form of non doctrinal AI upgrade or introducing heavy armour to USF.
You don't see bigger picture. All you care about is your beloved OKW and how to make things simpler or easier for you.
What's more ironic because you play mostly large team games you don't even realize your favorite army potential and true strength of its units.
As an example your recent comments regarding officer.
I suspect I have more in depth knowledge of OKW then you despite having far less games played as this faction.
But the thing is you made no points, you simply said "no it would require a redesign" with no reasons why. But let me address you point by point.
Opal trucks/caches offer you a way of investing, conversion isn't an investment since your not waiting for pay off your just instantly getting more income that the enemy can't stop from happening.
Caches involve you spending MP (which means less units not more) for a pay off of making a point unable to be capped while getting extra income of a selected amount. You can't "turn off" caches like you can with fuel and munition conversion. And OKW already get reduced income from caches right now in any game mode above ones.
And you accuse me of bias, but you lack any sort of proof while you have made insane comments that reveal a lack of understand of the very basic functions of the faction. Trucks don't stop people from capping points, cache income is reduced, and again you admit yourself to not even playing the faction. Not even touching on the fact you recommended people use Puma's to counter Tank Hunter tactics. |
You have resource conversion. That's OKW variant of resource caches.
Except your trading fuel for muni or muni for fuel. Not investing MP to lock down a point while getting extra resources.
You can't even compare the two, and your suspect knowledge of OKW is really disturbing. |
As I said before the ability to build caches would neglect OKW resource penalty.
Resource penalty is a feature unique to OKW and to compensate this OKW has access to resource conversion, cheaper tech, cheaper upgrades, better, more specialized units, very balanced tiers with AI and AT options in each, Panther as a stock tank, 5th level of Veteran, Trucks that are able to lock down territory etc.
All this and many more would have to be reworked to allow for resource caches. I don't know how they work in team games but I don't think as a OKW player you get full benefit from them. I have never noticed drastically higher income in 2v2 besides team games work different then 1v1 and in this mode OKW player would gain unfair advantage if nothing was to be done to compensate.
So to repeat myself, no I don't think giving them caches is a good idea, quite the opposite. There is a reason why ammunition income has been reduced to 80% after lifting it up to 100% a patch earlier. Lets not make the same mistakes twice.
The trucks can't lock down territory, Iv already said that OKW gets reduced income from caches (because they get reduced income from ALL sources), and the units are better because they more expensive in the case of ones like the Stuka.
The upgrades sure as hell aren't cheap either. If OKW could make caches there would be literally 0 difference than how it was before because in every game mode above one's they can benefit from caches (at a reduced rate) anyway.
If you want OKW to be able to circumvent their fuel penalty the faction must be re-designed to allow for it. Shrecks are going to have to go from volks, for a start, to be replaced with a faust ability (at vet 1 probably. Lolmurrica). Tiering costs are going to have to go up, because their Tech is inordinately cheap if you start letting them have more fuel. Etc. etc.
I to, have forgotten that OKW can play alongside Ostheer and benefit from caches in every game mode above 1's. Obviously this requries a radical redesign. Caches wouldn't get rid of OKW's fuel penalty.
No for Caches, but for extra-expensive Opels I'm open to it. Opels are very fragile, don't lock sectors, and only benefit the owner.
Yeah Opal trucks make more sense, also are more risky but offer better reward.
They are supposed to be a fuel and munition starved function; if people don't want to build Raketens and LeIGs that's their problem
For the 50th time, OKW doesn't receive full income from caches. |
Must be why USF players use their HMG every game since it have decent firepower and the issue is definitely not dying instantly to LMGs and nades
Iv seen the .50 cal used in almost every game Iv played against USF since the patch. Obers got nerfed yo, make use of your now viable HMG.
The .50 call has the suppression of the 42 but a much much quicker pack up and set down time, it's honestly pretty good dude, not to mention it comes as a drop in airborne AND in the LT tier instead of the craptian tier. Has a 2 better reload time which helps a bunch. |
Probably not a great example since people tend to dislike those 4-man squads...REs fire blanks, M2HBs are extinct, 57mms were the most disliked AT gun after Raketen (dunno if that sentiment's changed much since the last chance. Personally I don't think 57mms are that bad) and Partisans are garbage that has legs and trigger fingers.
The .50 cal isn't shit by any margin (quick pack up and set up time combined with a fuckload of quick suppression). But all those 4 men squads suffer because of lack of offensive fire power, not because they die to easily.
(All AT guns die to easy but that's a story for another day~). |
Remind me again how well that allied 4 men squads perform please?
Partisans die to a sniff breeze.
Irregulars are having heart attacks the moment they see opponent.
USF HMG cries while praying to escape with last man on sliver of health.
Both pathfinders are happy when they are in the bushes, outside of firing range.
Partisans and Irregulars are shit because they have no offensive power, and the .50 cal is just as good as the rest of the HMG's (except the maxim) which all have issues with Blobbers simply negating them through running up with nades and or just sniping the gunner.
Again; the standard for Allies = 6 men only and Axis = 4 men only was broken back when WFA came out, it seriously doesn't matter.
Soviets do fine against Fuss, they do fine against Volks, and they do fine against Ass grens. Soviets were made to fight 4 men squads but do fine. You can balance a new faction to have 4 men squads and have it work through received accuracy and or cheaper squads.
What I don't want is more of the same. |
You don't even have the slightest idea on how that "slightly" more scatter value transfers on the units performance, why are you even trying to respond in this thread?
Larger AoE means shit if unit can't hit anything.
Not to mention you went full retard and used the argument that already was explained 10 times why it is bad and can't be used.
I didn't read the thread considering I could see were it was going, but the Pak40 only has 10 more pen than the ZiS so it's not like you have some great AT advantage as Ostheer if you went Tigers.
And yes it only has slightly more scatter, but larger AoE. Ost only has 4 man squads making 1 shots far, far easier to pull off than against Soviets who have 6 men squads.
EDIT: lol if your seriously going to suggest Panthers give you an advantage if you went Tigers, nobody does T4 when they are going Tiger call in doctrines. |
As long as ost sniper exist and axis weapons are balanced to fight 5-6 men squads, you won't see that.
Unless you want to see 4 men with 2 armor squads as base infantry and extremely strong sniper counter.
That's why they should have lots of support weapons in order to make up for the lower infantry capacity. Not to mention it's not like Allies don't have 4 man squads and Axis doesn't have all 4 men squads.
Poor Soviets, made utterly irrelevant as they were meant to fight 4 man squads but are fighting 5 men Volks |