Fail |
Other solution is of course: no inviting, everyone qualifies.
Agreed, no more controversy. |
This criteria can in fact prevent us from seing the best quality matches in the tournament that is possible otherwise if the criteria were defined in some other/better way. In other words, I am not sure if this is the best way to be sure that the best players participate in the tournament.
I only want to see that the best players plays against the best.
The football example is not good though. Professional football players have careers that span 10-15 years and teams will have mostly the same players for several seasons. In Coh you can be a top player today and quit a month later. Four months seems fair to me. |
Personally I didn't use it before and don't use it now at all. OKW was and still is faction, which can actually survive without such supression platforms.
I don't think the MG34 is required for OKW. Like I said, I liked it better before when you could get one early or not at all. |
Lol, OKW lived long without non-doc HMG, and now it is somehow "essential part of army".
Yes and no. Before the MG34 was made non-doctrinal Luftwaffe Ground Forces was a no brainer pick and in that case the MG34 came at 1cp and off-map so you could get one way sooner than you can now.
I think the old design was actually better than the current one, because you could get an MG34 early if needed, or not at all. Now your only choice is to get it late. |
1. SPio Schreck. Not sure I agree with this. Schreks are far superior to bazookas and should cost more. 90 seems fair to me.
2. Raketen AT gun. Totally agreed, it's a piece of shit and needs to go. Soo many pointless gimmicks but fails to deliver actual damage. Just give OKW a normal AT gun like everyone else gets. It's also easier to balance since you don't have to consider so many parameters.
3. ISG. Agreed, smoke rounds are sorely needed.
4. Obersoldaten. Don't know how I feel about them. 400mp seems a bit too much considering their performance, on the other hand OKW are regularly floating manpower at that stage so I dunno.
5. Forward Retreat. Less relevant in 1v1, so I don't have an opinion on the cost.
6. FlakHQ. You get it for free so I can't really complain here.
7. Flak Half-track. This thing is so trash it can be killed by a Maxim crew with their rifles if you try to flank the Maxim. An armour or HP buff is required. |
Don't use it then, if it's not an option.
Why should it not be an option? Everything else is an option.
And in any case - T-34s example is bad.
It's not. You get a clear choice: cheap + crap vs. expensive + good. Same as with Salvage vs. Thorough Salvage, except you don't get a choice there.
What you suggest would be equial to adding to howitzers additional barrage ability, which has lesser salvos in barrage, but reloads faster. Such ability would make howitzers much more powerful, cos it would protect from miss-barages and would unreasonably increase howitzer's effectiveness.
It's not equivalent, because in your example the ability being added is actually better than the existing one, whereas Thorough Salvage is only better than normal Salvage under specific conditions, while in others it's worthless, making it an alternative with a very punishing downside, which, contrary to how every other ability in the game works, is forced upon you.
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But don't we suffer the lack of Panzer IV with this tech order ?
I was thinking about this and in terms of fuel cost (assuming you always open with Mech HQ) they are roughly equal i.e. going for Flak HQ + Panzer IV vs. Battlegroup HQ + medics + Command Panther. The only question is whether you hit 10cp around the same time it would have taken you to get to the Panzer IV with a normal build?
Assuming in both cases you get a Luchs, the question is whether you also need a Puma when going for the Command Panther or if it's possible to survive with just Raketens + panzerfaust against their medium armor. |
3. Well, I would like to see that crazy, which will buy shitty T-34-76 and spend worthy fuel on that useless tincan, instead of w8 1-2 mins and getting normal and solid 85.
Sometimes waiting another 1-2 minutes is not an option if you need a tank ASAP. Similarly, waiting for Thorough Salvage close to the frontline is usually not an option. |
1. Smoke rounds for LeIG. I don't think, that it is good idea. Each faction has absence of something in their arsenal, it's part of factions design. For Ostheer it's absence of reliable infantry, for USSR - absence of non-doc weapons for infantry. For OKW it is absence of smoke, and early also was absence of non-doc HMG. Anyway - adding smoke to OKW will be pretty bad idea, if we want to save factions design uniqe, more or less. OKW is already in few steps from turning into "Ostheer 2.0".
2. It is also strange idea. Cutoffs can be part of strategy of cutting forward OKW truckbases. And they MUST be effective, since OKW is ONLY faction, which gameplay and tiering progress based on forward basetrucks. Those basetrucks providing great benefits to OKW - it should be compensated with something. Absence of tools, which protecting you from cutoffs can be used as that compensation. So - no posts.
3. I don't like, that OKW salvaging can be used at team weapons. While I need to have ATG or Tank for to destroy enenmy/mine team weapons and prevent their stealing - OKW may just push the button and not only prevent it, but also get resourse bonus for that. It was more or less understandable, when OKW had resourse income penaltiy (would be nice to have it back), but now... It also looks cool, that OKW can salvage guns, while soviet doctrinal salvaging works only on cracked vehicles, and also costs 75 or 100 ammo for to equip each of your engineers with that. So, no improve for salvaging, please.
As result - everything is fine with OKW now, no need to change anything more. OKW is already lost almost all it's uniqness, no need to ruin it more with such changes.
1. I deliberately said le.IG's because you run a big risk going for them. Atm the Battlegroup HQ start is pretty weak and the le.IG is terrible at countering MG's. Adding smoke will give you a good reason to go for the Battlegroup HQ.
2. Not sure what the forward truck setup has to do with cutoffs. Yes, the Flak HQ can protect cutoffs, but you have no defence against early-mid game harassment. In fact, effective cutoff harassment can even prevent you from ever getting the Flak HQ, just like any other tech building, except every other faction can prevent it except for OKW. 100mp for a structure that does nothing otherwise seems reasonable to me.
3. As I said, this ability does not fit into the overall design of commander abilities, which is all about having the choice to make tradeoffs. All other commander abilities are seen as a plus to your gameplay, whereas Thorough Salvage is a gray area because it limits certain tactics that were viable with normal Salvage. Imagine the T-34/85 actually replacing the T-34/76 instead of being an additional ability. Would you be happy with the fact that you can no longer call the 76 as soon as you have the fuel because now you need to wait longer to call the 85? |