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Author Topic: Too many resources ?  (Read 2594 times)
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skaffa Offline
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Posts: 3130


The very best player of one of the four factions.

« on: September 24, 2011, 12:37:12 pm »

Fuel:
I can play an entire game and have atleast 1 tank on the field at all times.
I can get like 5 medium tanks in my company, plus repair.
I dont even need to use most of my infantry to fight, they just come on the field to rush in and die or cap the map.
The mass amount of tanks you see also makes infantry vs infantry combat quite rare.

Manpower:
At the end of a game I usually always have plenty of units left. Mostly infantry units I didnt need to use.
I would rather see less manpower and better healing possibilties for each doctrine. Less overal units, which usually just get wasted anyway by rushing into the enemy to decrew for example an ATG (who cares I got 20 more grens in the reserve) or they get called on just to cap.
Less inf units and more healing possiblities could lead to better unit preservation, it will also make unit preservation more rewarding and more important to win.

Ammo:
I dont really have a problem with the amount of ammo you can spend. Only the mass Assault Nades and mass BAR companies  etc. are standing out for me, but I think the weapon cache should deal with those.

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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #1 on: September 24, 2011, 12:41:54 pm »

So is this to nerf companies such as your own, where you can have 6 squads of dual shreck storms, 6 p4s, a pak or two, and 20something grens?... -.-
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Malgoroth Offline
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Posts: 960


« Reply #2 on: September 24, 2011, 04:12:22 pm »

6 double shreck storms is 1800 munis. Plus health packs means only 1 or 2 of those P4s will have repairs.

Lessening the number of infantry squads through manpower reductions means artillery will only be MORE powerful.
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puddin Offline
EIR Veteran
Posts: 1701



« Reply #3 on: September 24, 2011, 04:28:12 pm »

more resources more units, all less expensive.
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LeoPhone Offline
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Posts: 0


« Reply #4 on: September 24, 2011, 04:37:02 pm »

just check this replay...

all axis players had at least 2 tanks on the field for the entire match, and then at the end... 2 TIGERS! the fuck?
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #5 on: September 24, 2011, 08:11:12 pm »

Sounds like the allies failed at being hard on AT.

If each axis player has 2 STuGs/STuHs you should have 3 ATGs per player, and you still have more free pop for lolwtfpwn Rifles.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #6 on: September 25, 2011, 12:34:03 am »

tbh, if you lessen MP and FU all you will do is create shorter games.

if anything you need the pool sizes of certain things to be increased for what you want.

But either way, it would be interesting to see if you took out 500FU 1,000MP from base resources, which would limit you to two less shermans and 5 less rifles. but with out that you'd have to lessen MU by like 300 or else almost every rifle would have some serious upgrades. and it would mean about the same for WM 2 less P4s and 4 less grens.
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AmPM Offline
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Posts: 7978



« Reply #7 on: September 25, 2011, 12:36:21 am »

Or stop trying to force people to play Infantry centric games =)
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #8 on: September 25, 2011, 01:05:26 am »

Needs to be titled Not enough resources?

Having tank on all game long means the enemy team fails at killing units and AT.  Thats not uncommon in this mod where too many people love infantry and expects 1 piece of AT to handle multiple vehicles.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #9 on: September 25, 2011, 01:06:59 am »

Needs to be titled Not enough resources?

Having tank on all game long means the enemy team fails at killing units and AT.  Thats not uncommon in this mod where too many people love infantry and expects 1 piece of AT to handle multiple vehicles.

+1, should always have an ATG and secondary AT at least. If not ATG, Tank/TD, AT Infantry...
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RikiRude Offline
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Posts: 4376



« Reply #10 on: September 25, 2011, 01:41:06 am »

I kind of do an AT equation. Each type of AT option has a point value. I want 4-5 Points worth of AT on the field at any time.

Flak 88, jagd - 4
All atgs, all tanks/vehicles that do as much or more damage than the P4- 3
Sherman 75mm, upgun puma, hotchkiss, zooks - 2
mg with AP rounds, boys AT, m8 - 1

That's kind of what goes on in my head. Of course those numbers are kind of relative, but that's the jist of it. Anything that's 1 point it's main defense is LVs, 2 points is used against LVs and to tickle tanks, 3 can scare away anything less than a heavy, and 4 well top of the line.
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