Regarding pricing, there are a lot of ways this could be done.
half price for a second building in the 1 and 2 or 3 and 4 tier categories, as you suggest gustav, which sounds pretty good to me,
but might have unforseen consequences to early t1 t2 combinations(I can't imagine them, but then that's why they'd be unforseen).
A more gradual pricing option could be to make progressive fuel(only) reductions for every building of a different tier you build. This would basically reduce cost and build-time for subsequent buildings in relation to how many buildings you build.
Initial pricing would change slightly:
t1 would still cost 40 fuel, t2 still 50, t3 to 100, t4 to 100
after building t1, your t2 building would now only cost 40 fuel, your t3 or t4 buildings would cost 90 fuel. After building t2, you would get an additional discount of 20 fuel for your next building for a total savings of 30 fuel, so your t3 or t4 building would cost 70 fuel. If you subsequently built t4 on top of 3 OTHER TIERS you would get an additional 30 fuel discount for the basement price of a 40 fuel building, but you still probably wouldnt' be able to buy anything.
In back-tech order it would be something like 40 fuel for t1, 90 fuel for t3, and then 20 fuel for t2.
From t1 to t3 to t4 it would be 40, 90, 70 respectively(much more gradual of a reduction)
total fuel cost for all tiers would be 190-210 fuel, versus the 270 that everything costs now, versus the 200 total fuel that I think the Gustav model would cost. My discounts would just come more gradually. I just realized though that this becomes problematic when being forced to rebuild a building, unless the price is just locked in once its been built. So long-term this option would be the most cost effective, but wouldn't really fully materialize until late game.
Edit: I just realized that if t1 or t2 were the last building built, that some of the discount would essentially be lost, and either of those buildings would be in negative numbers for fuel cost, so not as elegant a solution as I thought, showing my poor math skills!! Not sure that would be such a big deal though. Another goofy thing is in my model it would be cheaper to build a 3rd building before building t4 than just going straight to t4 after the second building, so uh...I guess that's a bigger flaw! Haha!!!
the most expensive tech choice would be to go t2 t3 and then t4. t1 would be free but you would lose 20 fuel of discounts. I should have spent more time on this before posting I think. Probably should have considered a percentage approach to discounts rather than a progressive number.
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I'm not qualified to really weigh in on #1 but they all mostly sound good to me. Regarding heavy engine damage though, I'm amenable to tanks with say 3/4 to 2/3 life having a chance of taking heavy engine damage. On fully healthy tanks it is particularly distressing. |
Great idea!
I had the same one but didn't consider that it might also be done for t1 and t2 buildings. I hope they do something like this so that at least back-teching is made more practical.
You can get by just by spamming infantry and t34s at the moment, but I always feel pretty stuck in that rut, due to the risks of diverting resources to another building.
I'm not sure why this would require much re-balancing if any at all really. It would still be a major trade-off to back-tech or tech to one of the top tier buildings. Honestly, even a small adjustment to costs and build-times would make a difference. If too much of a discount breaks the game, then do less of one.
Definitely been wanting some global fuel upgrades for both factions- it doesn't sound like those are in the cards though, at least if I remember Quinn Duffy's take on that previously. |
I'd prefer a cost reduction to 300 or even 320, keeping their functionality the same.
Their armor could be improved instead, but I think its better that they can be shredded when soloing forward to throw a satchel. That sort of confrontation probably should be punished.
Oorah on them would be badass, but I think their price would have to stay the same, and that wouldn't go to helping a t1 build be viable. Later penals after teching to t3 maybe.
I don't see as much of a need for anti suppression. Penals are already great for flanking mgs and tossing a satchel on them and everything else in the area, making everything run or die, and the penal opening would still be way too vulnerable to a simple 4 or 5 gren build, not to mention ostroupen to scout cars, and it is just too slow now to effectively counter assault gren openings to t2 as well.
some sort of weak anti-vehicle as an upgrade is an interesting option: don't take my flamers away though, they should be able to build either weapon if this were the solution. It wouldn't be wise to stack weapons anyway, penals advance slow and get murdered because of it, so they'd be dropping equipment.
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Thread: T34/8521 Oct 2013, 23:35 PM
Not sure about how good these guys are if you just hold out with t1 and t2 until 4 cps and then use them exclusively for your tank force, the middle game could be really tough so I'm not sure a buff would really skew too much in this strategy's favor anyway,
but even after going t3 I do find some use for these situationally, even if they are fairly lack-luster. Its really hard to find the resources to build these at all in a tight game, but I find that if the game tacs a certain way and I get about 3 still living t34s out, any more is probably not going to be a good investment, so saving up at that point and having the resources on reserve for the eventuality of needing more instant tanks against a tiger or a panther, or quickly replacing tanks against a couple p4s and stugs, can be handy.
t34's are actually surprisingly good after they get to vet2 themselves...giving them an upgrade of an 85 for no more fuel could be problematic I think.
edit: that is a good point about guard motor doctrine which really is amazing aside from the 85s...maybe the buff would require a tone down of marked target(and I would find that very painful personally). |
I find secure point to be handy on occasion...moreso on the t70 after its lost its shock value and is avoiding something scary,
but also on t34's in a few different scenarios...either my tank has taken a beating and it needs to repair, so I pop the doctrinal repair ability and cap a point in the backfield at the same time, or I am in desperate need of stopping vp bleed after pushing off the enemy.
when I have backup coming and a unit is trying to flip a point before retreating, I can switch to cap mode and prevent him from completing and retreating, and let the reserves do the rest.
edit: it does seem like a weird ability to have on the heavy tanks though, but they could still stop the bleed if the tide has finally turned right before bleeding out.
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ok thanks! |
Not sure if my issue is a bug, an intended change, or if I just don't remember how to cancel started mines. I thought that the way you used to do this for a refund was to highlight the mine and then hit delete(I might be misremembering)...it was either that or is it backspace?
Anyway, assuming it isn't backspace I can't negate the action any more, either because i've forgotten how, the how has changed, or because it can't be done.
any help on this one?
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I don't think its a bad change in regards to how it will function, but it is the ONLY official coh unit that will cost munis to purchase. A more organic solution would be to make the units capable of entering the field without mp40's and then upgrading them for 50 munis. This would probably demand a return to a higher manpower cost though.
The nice thing about relic's approach is that it both slows down the initial build, and it does make for a trade-off in resources that will hurt the early pgren with shrek support, and equally slow down the upgraded scout car as well, giving an m3 some breathing room.
Assuming you still get a reasonable bang for your buck in terms of early game dominance, these units might still translate into having MORE munitions and resources in your pocket early, at least partially offsetting the cost. This new cost might curtail that dominance quite a bit though. Maybe the manpower should be returned to some degree, and the munitions cost dropped to 30 or so. |
these fuckers do seem broken as hell right now, if all they do is force early tech. That shrinks russian options, and isn't good. I definitely haven't been able to fast tech to t70...meaning I get it out at a late 8 minute mark, and I haven't been able to harass the enemy's fuel at all, so p4 is always around the corner...that or he just builds a few pgrens for the anti-tank. he's already got assault grens for anti infantry.
I don't think they should make these guys 1 cp though...then whats the point really.
They'll be fairly boring if that's the change. They should be more expensive though...like 350 for the early game advantage they give, which should mitigate that some. They are immediate units as is, popping on the field faster than the weaker conscripts. The cost increase might at least reduce the number on the field and the speed at which number 2 gets there.
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