Presumed playstyle?
You want more forgiving, more durable and more beneficial Forward bases.
You dont even realize that Forward base is not the same as mobile base.
Your whole opening post screams that you do not want to lose trucks, but want to place them as Close to the frontline as possible without having to worry about losing them.
You want to reap the rewards, but without the rist associated with them.
Hell you even dare to suggest removing FRP Penalty despite knowing full well how cancerous that is for the game(I am going to presume here again, that you play coh2 longer then 2 weeks)
I stand by whast I have said.
If you are unable to defend them properly, place them in base and enjoy risk free trucks.
No changes are needed, because it IS a 'you' problem.
Whoa buddy you're really wound up but let me see. The frp penalty change seems to be controversial which is why it was a maybe. As to the other point(?) My point is the bases are just auto losses late game if you have them anywhere outside the start. Is this a good design? No. Also the scaling health would mean the early-mid game survivability is not affected. |
I think his point is: If okw was to be able to avoid reinforcement penalty on FRP with vet, why should usf not have the same advantage when major gets vet3. And I think you can answer yourself why not.
There is no way of justifying okw having such a feature without usf having one from design perspective. And it is not possible to justify any of these from ballance perspective.
Well, explaining the risk-reward aspect of the current design is a discussion about merits.
The FRP penalty reduction was a maybe add. But are you saying every faction feature has to be mirrored? Why can the British add a 5th man but no one else can? And I think you can see for yourself why that would be a problem. Why can Soviets combine half squads? I'm not saying take away these things either. I think uniqueness is good for each faction... |
How about this:
Do NOT put them outside of your base if you are too afraid to lose them.
Its risk vs reward, when you pick risk, deal with consequences.
Again another post about my presumed personal playstyle, suggestions to play a different way, and 0 discussion on the merits of the idea. |
'Healing grants experience, repairing grants experience''
Aight, but only if it were to apply to other units too like ambulance, RE, sappers, combat engineers, pioneers, sturmpioneers, vehicle crew, etc etc..
See why it won't work?
Base healing grants experience to the base. Repair healing grants experience to the base unit. Not sure what the problem is? Did you read the post? Why can't the bases themselves gain veterancy since they are more unit-like than the other structures? Don't need to apply this mechanic to normal units. |
At the end of the day you don't have to put them on the front line. Or even a bit behind the lines.
Inside the base sector/outside it is good enough, Especially for most maps, unless why are taking about massive 4v4 maps. Which even then you don't need them so far forward.
As A table said even if this was to be added, why just OKW and not just other units when coming to veterancy?
Plus what we've had we've had for the last 4 years (albeit a few changes such as medics needing to be upgraded) may not perfect but is good enough for the game.
Why does every response refer to "me" the player? As if every balance post is some self serving diatribe? But to counter a few of your thoughts, what's the point of mobile bases if they are set up in the starting point all the time? Also, not sure the other unit veterancy question. The bases are a unique unit I'm not proposing giving healing and repair bonuses to all units? |
Nah bro I just got a great idea
Let’s make the Schewer completely mobile when set up, therefore the flak on it can defend multiple spots on the map!
Thanks for the snark and salt. |
This is a meme right?
Thanks for your feedback on my idea. |
Judging from the responses to my lengthy post which I spent a decent amount of thought on, this is the most toxic forum I've ever seen. |
The OKW faction needs a rework/buff and my idea is to make the base trucks an integral part of gameplay without upsetting the current balance. The trucks right now on small maps are a liability outside of the starting zone and do not differentiate the faction in any way. When forward deployed in larger maps they become a liability late game to indirect fire and do not add much tactical intrigue to the faction. My idea is 2 pronged and simple:
1. Allow established bases to pack up, move and reset in a new area. The timer of the pickup and reset will have to be balanced. This will add new strategic options in early and late game.
2. Create 5 veterancy tiers for each truck. Currently the bases are too easily destroyed late game by indirect fire and the benefits do not scale well in larger team games. Let's add these veterancy benefits in a balanced order:
A. Increased health at each level. The bases are simply too fragile late game.
B. Add an additional healing/repair team at a certain level.
C. Increase the healing/repair speed at a certain level.
D. For the flak truck increase accuracy of anti air/anti infantry at a certain level.
E. Increase the healing/repair/flak aura range at a certain level.
F. Possibly increase unit production speed at a certain level.
G. Possibly remove the FRP reinforce penalty at a certain level.
The trucks should gain experience doing what they do: healing grants experience, repairing grants experience, and damaging planes and infantry grants experience.
Alternatively this could be a new commander or a rework of overwatch commander. Let's make OKW a truly mobile and dynamic faction. Any feedback most appreciated.
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