Simply, penals are more durable, and therefore when they drop a model their DPS proportion drops off significantly less against lesser durable squads.
This is not true if we are talking volks and grens. Both of these units have powerful AI weapon upgrades and so loose very little dps with first few models. At the same time penals have no AI upgrade so they always loose 1/6 of their dps and the upgrade they have makes it even worse becouse they always lose 1/4 of AI dps, as the weapon being prioritised is useless vs infantry. |
Guys, we all know that okw is strong this patch. But nerfing the tech when we have callin meta on the cards is not a good idea, no matter the faction.
Yeah and is flakhq more like a bunker, or a bofors?
More like bunker, becouse it doesn't have artillery ability that would allow it to fight its long range counters.
If you see a bunker on VP you get your AT gun there and kill it.
If you see a flak hq on VP you get your AT gun or 2 there and kill it.
If you see a bofors you get your AT gun there, shoot at it, brit uses the ability and the bofors just got another AT gun for its AT protection. |
All UKF emplacements cost popcap, pak43, lehft, ml20 and b4 cost popcap as well. 20mm flak as well.
And flakHQ is more comparable to these than to the bunkers and trenches, don't you think ?
I think it is a building. And buildings have no population across whole game. Also, static artillery is not a defensive structure to be honest. And pak43 and flak 20mm are emplacements. So still, of all defensive structures, only emplacements cost population. |
They don't need to be popcaped, it makes no sense.
But having defensive struckture without popcap is stupid. Consider that all other defensive structures cost popcap
Bunker doesn't cost population. Trenches doesn't cost population. Fighting positions doesn't cost population. In fact, of all defensive structures, only emplacements cost population. |
I understand. I also thought the same. But in a general and ideal overview, disregarding the crucial moments in a match, the statistical data justify a balanced cost of reinforcement during a long game. But considering the critical moments of the match, if the USF player has enough fuel to make a TD for example, and because of reinforcement of a squad with an official that the RNG determined that the cost of reinforcement was 90% more expensive, This will delay the production of TD in minutes due to the wait for the accumulation of manpower that was spent more due to this BUG, and in the COH2 minutes defenseless against a certain type of unit may mean losing the match. This is just an example. I believe this bug should be repaired in some way. The suggestion of the specific button to reinforce the official with its specific cost would be a good solution
It surely can mess up with how much you expect to pay for the reinforce and how much you really pay, changing your view on your manpower reserves dramatically. That is obvious. But I don't think additional button is a good solution. Most squads don't get any bonus from officer model itself, they get a bonus of being an officer squad. So in many cases people wouldn't want to pay additional manpower for a model that is no better, and in many situations worse than normal models.
To make things worse, if you could choose not to reinforce the officer, you could actually use the sturmoffizer of okw as a 3 men ober squad without the retreat on death of officer model crit. That is a terrible abuse possibility. Instead, let's just go with solution proposed by Mr.Smith and lets normalize the reinforcement cost of all models in each officer squad. |
I understand your statement, but I believe that the less chance we get for the effect of the RNG in the game, it becomes the more professional, given that the ideal is for players to win by their ability. If in a match, at a crucial moment the squadron costs more because of this bug for a USF player the effect of its occurrence will be much more unfair than if at the crucial moment of the match the squadron costs the standard value, subtracting the cost of the official the same.it's what I think.
I agree that the bug is bad for the game, especially, as it can be abused. Just saying that it is not as bad as it would seem from the post by Mr.Smith and that some players who wrote posts like "now I know why I bleed so hard in the late game" are wrong in that regard. |
If the first model to be reinforced cost the default value that is not the official value, you will only save on the reinforcement of the official model, the others cost the default value. In this case I do not see how the reinforcement comes out cheaper because either you pay at least the cost of a conventional squad without the official, or pay much more expensive if the first model in the reinforcement queue is the official one.
It is true that you earn much less by having a good rng roll than you lose by having a bad one. The catch is, that the good roll is much more probable, exactly as many times more probable as the loss is higher than the gain. That way, if you reinforce multiple times, the difference is going to be very close to 0 at the end of a match. |
As for the late cost of officer reinforcement - let us look at it from statistical perspective. Let's say that you reinforce a squad of captain and the difference between the cost of officer and standard model is 30. Then you have a 25% chance of paying 90 manpower too much and 75% chance of paying 30 manpower less for full reinforce assuming you use a macro to click button 5 times.
1 * 90 - 3 * 30 = 0
That means on average, if you don't know about the bug, it doesn't affect your manpower at all, right? Yet if you actually abuse it, you can get cheaper reinforce in most cases. |
It's even more complicated than that. You have no guarantees as to which model is at the "top" of the reinforcement stack.
If you want to avoid the bug:
1. Select your lieutenant model
2. Hover over the reinforce button
3. If the reinforcement cost says "50", click it once, wait for the model to respawn and go to 4
4. If the reinforcement cost says anything other than "50", spam away (you get a small discount on your lieutenant)
If you reached the endgame, and want to do it properly, however:
- Send your lieutenant/captain in a suicide-capture mission and never rebuild them
Not a good idea to sacrifice them imo, the sprint can be critical in securing late VPs. |
There is another important aspect to it. Is the officer always the first to reinforce? I think it is not. And if it is not, then if you press the button quickly enough you can reinforce the officer for the price of a soldier using that bug, can you not?
And you can actually see what kind of squad member reinforces first by looking at the reinforcement cost on the button, right?
Not that it makes the bug less critical, but it actally makes it abusable. |