damn. i wanted to be one of the dudes who got that doctrine and use that stuff for a couple of games |
im here for the weapon teams only.
while i hate the maxim (not because its op, lol. its just boring and dull to fight these. for me coh is about infantry fighting each other with the help of a few support weapons..not about flanking dozens of mgs in some weird "commandos" knock-off.) i wouldnt mess with the soviet squad sizes.
BUT (theres always a huge but, isnt it?) i would reduce the crew of captured weapons. if the 6 man squad is partially justified by soviet weapons performing worse than the german ones, german weapons in soviet hands should not need the additional 2 man |
I completely agree.
A lot of OKW munition abilities need to be tweaked up in cost.
wow. so why buff the income at all, if you just align the costs. may i remind you that the income was raised since it made no sense to also starve okw out of using non-scaling abilities? like nades? |
actually the penality on munitions never made sense, but yeah this might seem like hindsight now:
okw got 5 lvls of vet for being starved in resources. so far so good.
but no unit ever (yeah yeah assgrens once) ever had a munitions cost. it makes sense to starve them of fuel, since you need it to get your vet5 tanks on the field.
munitions though? most of them go into non-scaling abilities (nades, mines, off maps,flares, etc) and the rest is going into upgrades that might somewhat scale (pshreks wont profit from most of the vet volks get, same goes for pintle mgs... the infrared rifles obers get actually scale pretty well though).
so yeah its not really related to the whole vet 5 thing imo |
i tought the ammo income was increased, because one wasnt able to get upgrades/ use abilites. so wouldnt a cost increase in inflitration nades negate that to a certain extent? but then 10 munis is really cheap and it wasnt an issue before the buff. one could always spare 10 munis, i guess... you might be right about them being to cheap now |
I think there are a few questions to answer first:
Vet 3 = 1.6 unit value
Vet 5 = 2.0 unit value
So Vet5 is far more potent. The requirements for Vet3 on the Oberkommando and Vet3 on other factions are the same, Vet4 and 5 are just additional vet levels.
Vet1 = 2 * unit value
Vet2 = 4 * unit value
Vet3 = 8 * unit value
Vet4 = 10 * unit value
Vet5 = 13.3 * unit value
Those two unit levels for OKW are their flavor (like US gets crews), so I don't think adding it for all factions is good. Yet I don't think 5 levels with units performing twice as good at vet5 is good. I'd rather have Vet4 and 5 easier to obtain, but give a smaller bonus.
weird. the call in pIV seem to vet really fast though. maybe because theyre fuel cost (hence unit value) per tank is so low |
As for the OKW munitions changes - it's about 50% more fuel from the conversion. Which, depending on your munitions/fuel income ratio from the sectors, shouldn't be more than around 10% (when you have more munitions sectors than fuel ones) more fuel when compared to the "old" OKW's munitions income
aye it is exactly 50%
since fuel gain is ammo/8 and u used to only get 2/3 ammo ([1/8]/[1/12]= 1.5)
still. even getting a conversion ratio of 1/8 is far from negating the decreased fuel income. even if you hold both ammo points and no fuel points at all ( the ammo of both munition points combined converts to 2.75 fuel...)
but yeah its a major buff though and imo its great
|
double buff
100% munitions income (also makes conversion more viable)
and
price from 210 fuel to 180
also heat rounds give them +10 range i think, not sure about the pen increase but usually (us paks, jacksons) its 50%
edit: on coh2Stats i only found a weapon profile which seems to belong to a stug? maybe its for the heat rounds though
http://www.coh2-stats.com/ballistic_weapons
should be number 4+5 (no heat/ heat) not sure though
i guess im wrong here since there should be stats for the other tanks too... damn i now i really want to know what they do...
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Relic i hope you are listening this GUY GET'S IT!
So Soviets would get 150fuel Katyusha that deals shit loads of damage, i choose angle the rockets hit, has double hp, has better mobility, rockets dropping from top on target(did i miss something?). But wait there's more?
Soviets would get a building with Puma (smoke & retreat, vet1 turrent disable, fast mobile at platform with decent armor) AND anti-infantry halftrack. Thats AI + AT option in one building plus that awesome piece of artillery?
I mean who wouldnt want to trade not so popular su76 and blood boiling su85?
while i GET IT. you obviously dont. |
- Duplicates currently serve the purpose of letting people know they have a drop. We have a limited amount of content and if you didn't get duplicates you may go days, weeks or more without actually getting a War Spoils drop. That would be even more frustrating than the duplicate situation, since you wouldn't know if you were doing the right things or not.
As we add more content into the system there will be less duplicates. And as we said we're working to develop the system so that duplicates are useful and have value.
You mention the Alpha and I think that's a good point, especially when we're talking duplicates. Originally War Spoils many items were going to be timed items, so you'd get a Commander that would last say 3 days. The intention was that with duplicates you'd be able to recharge your items. So if you had a Commander with 5 hours left you'd use that duplicate faceplate to add an extra 12 hours.
The feedback in the Alpha was strongly against timed items for War Spoils, and we responded which left us in the current situation where there are duplicates but they (currently) do not have a point. As we improve the system they will again, and it'll be a better point than just recharging items.
posting this with the introduction of war spoils would have helped A LOT! |