Looks like the community thinks resource distribution is the biggest issue in large team games. Maybe points and caches could give out less resources to slow the game down?
If you limit the amount of caches each player could make then you could avoid the instances of having 1 player just spamming them while everyone else picks up the slack.
Like I said before, just cap out the incomes so you can't go past certain amounts to accelerate the game anymore to make the playing field more fair and encourage comebacks. Caches are good for allowing players to negate the loss of not having a fuel point, but stack to much when you have 1 fuel point.
1 muni + 1 fuel cache per player would mean you could only have a max of 4 fuel caches if you had all Ost players which you will almost never find in 4's. |
Theory crafting. OKW early game depends on the map. Close quarter battles and narrow pathways create great opportunities for OKW to set up Kubels and Sturms. Even in early game, Jesulin did great job holding off Rifle spam in his latest Propagandacast replay. Cons a little tricky as they can get AT grenades, but by that time you should have 1 cp for MG and or 2-3 squads of Volks. You make it seem like Cons spam and Rifle spam works against OKW 90% of the time.
It works most of the time. A lot of the narrow and close quarter maps are terrible for the Kubel thanks to it's extremely bad pathing. Sturms are great in these urban areas, but still conspam and riflespam can work very effectively at gaining a huge early game map control advantage.
It's not "theroycrafting" if you want an example of the power of conspam, Lenny himself has posted in this very thread. |
Kubel+sturms do whatever they want to conspam and riflespam.
Its also effective against maxims to a point.
The only thing OKW struggles in early game is M3s, but you can solve that by blobbing, all other cases OKW fights on equal terms or have advantage while having advantage in later game as well, but not as big one as they used to.
Truck pushing was bs from day 1 and it wasn't needed for anything short of cheeze from day 1.
This is so blatantly wrong I don't even know were to start. Conspam is powerful because it counters the Kubel and sturms. Sturms can't DPS/kill you if they can't close the distance between you before losing their models and the Kuvel isn't hard to overwhelm when you have Oorah!
Riflespam can be semi-less effective due to not having the numbers that Conspam does, but early nades help immensely. OKW early game by design is anemic, they start with the least MP of any faction and the least capping power.
EDIT: And deal with maxims to a point? Christ dude this is cringe worthy, your only going to be able to beat his maxims if he fucks up microing them. OKW doesn't have a early game firepower advantage at all. |
I don't think anyone here said something anything of the sort.
In my opinion the only mortar that is bad is the USF mortar halftrack. It can hit stuff now, but it has low range, a very low rate of fire, has no smoke, it does have white phosphor rounds but those are straight up worse than the incendiary barrage. Furthermore, the vet-1 ability, delayed fuse rounds, are... I'm not even sure what to say about them.
It's accuracy is the best of any mortar in the game at the moment, and the HT itself is much more durable than the Ost Mortar HT. Iv found it to be extremely good at deterring campers because I can snipe units fairly effectively.
I think your underselling the value of white phos, it disables tanks while giving cover for you infantry and slowing enemy infantry down. |
I would certainly say that OKW should not get benefit from caches because that undermines the core concept of the faction and further this change would have zero effect upon 1v1 balance.
This has been said multiple times; but OKW gets only 66% income from caches. There isn't an imbalance in them getting more fuel from them than there is USF getting more fuel from Soviet caches or Soviets from USF caches. If OKW got full income from them then yeah it would be an issue like with Luftwaffe supply.
If you want to mess around with resource income just do this:
-Limit amount of caches that can be built by each player to 1 fuel and 1 muni
-Luftwaffe supply call in's only give 66% fuel to OKW players and 80% munitions
-Caches don't stop decapping of points, if an enemy caps the point that has a cache they get the caches income
-Upper limit on fuel income, you cannot have more than 40 as Ost, USF or Soviet, and no more than 26 as OKW. |
Wow that scatter difference I mean WOW thats a huge huge HUGE issue. Its almost as if that addtional teeny tiney itty bitty accuracy difference makes up for this difference:
Reload
Ost
2.4
Sov
7.5!!!!!!!!!!!!
Its so much worse its almost inconceivable.
The old Prec strike did make it worth it. The new one is less damaging then a Riflenade...
The current Prec strike is amazing for killing enemy weapons teams, and the reload is to make up for the fact you need to pick up and move more often with the Ost mortar, not to mention the Soviet mortar is much less prone to getting wiped.
They are both about equal in performance, which makes sense since they cost the same.
The 120 is in a class of it's own in terms of effectiveness.
German mortars are not to be underestimated.
Of course, but the assertion that the Soviet ones are bad is insane. |
See its called a comparison. I made it really obvious so people like you could get it. Looks like I was wrong to think you could though
See, what it means is there is something completely unfair, and obviously so yet there are idiots defending it to the last.
Here i'll try again:
Truck pushing is a free unit that was having a major impact on the game. It would be just as infuriating and comparable if base turrets could move and kill things.
Free unit impacting the game heavily
Free unit impacting the game heavily
Free unit impacting the game heavily
I dont know this isnt obvious
There is this thing called a mountain, its made of your stubborness. Do the right thing and get over it.
This goes double for you Aladin
I get the comparison, but what you did was essentially godwinning but with slavery instead of Nazi's. If you want people to take your point seriously you can't compare minor things to insanely bad things like real world tragedies.
I'm not defending truck pushing, I'm just having a laff at you comparing a game mechanic to one of the most horrible things in American history lol. |
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"negative zeal" is an idea that gets bandied around a lot, but sort of loses water when people start mentioning maps like Semois. if you wanted to fight in the center, you couldn't help but be punished by the system or you would never be able to bring your whole force to bear.
my opinion is: give more options to defeat it, don't limit us by systems, don't force us to play a certain way.
Oh, and welcome.
Agreed, the game engine and maps wouldn't work with a negative Zeal function. Especially hallway maps like wolfs lair, Angermunde, and Eddlebruck.
Solution is to increase the amount of counters with things like more artillery and suppression platforms. |
Alex stop replying to my posts.
I cant read them
Well, I know you can now! |