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Author Topic: Equipment Surplus  (Read 12740 times)
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BeRzErKeR Offline
EIR Veteran
Posts: 266


« Reply #40 on: March 30, 2010, 07:49:00 pm »

Wait does nades and faust share the same cooldown timer?
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Masacree Offline
EIR Veteran
Posts: 904


« Reply #41 on: March 30, 2010, 07:49:34 pm »

No they don't (iirc)
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I like how this forum in turn brings out the worst in anyone
To err is human, to eirr is retard
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #42 on: March 31, 2010, 05:58:56 am »

Lose a volks squad - 185 MP 60 MU.
Lose a sherman - 395 MP 240 FU.
Kind of in the clear as far as cost-efficiency goes, really.

Ok, stay there when 2-4 grenades drop on you. Just don't complain to me after your squads are gone.

I'm completely fine sitting in cover at long range against your .50 cal while it tries to suppress me as my own stug or an allied pak creeps up on you. Even if I lose a few men - it's worth it. I have tons more volks left.

I dunno, the entire part about fausts being longer range than fausts and on a different recharge?
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Masacree Offline
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Posts: 904


« Reply #43 on: March 31, 2010, 11:34:35 am »

Lose a volks squad - 185 MP 60 MU.
Lose a sherman - 395 MP 240 FU.
Kind of in the clear as far as cost-efficiency goes, really.

Ok, stay there when 2-4 grenades drop on you. Just don't complain to me after your squads are gone.

I'm completely fine sitting in cover at long range against your .50 cal while it tries to suppress me as my own stug or an allied pak creeps up on you. Even if I lose a few men - it's worth it. I have tons more volks left.

I dunno, the entire part about fausts being longer range than fausts and on a different recharge?

Losing 4 volks = 740 mp and 240 mu
Losing 1 sherman = 395 MP 240 FU

I can make up disproportionate numbers too!
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #44 on: March 31, 2010, 11:40:58 am »

Even then, the Volks would come out to be cost efficient(though I doubt they'd all die). 240 MU is only a mere 1/9th of a person's munitions, whereas 240 FU is 1/5th.

If we consider that 1 manpower = 1 point, 1 muni = 4 points( 2000 mun to 8000 MP) and 1 FU point = 6 points (still abiding by the old 1250 FU to 8000 MP, now they'd cost even more) the sherman would be 1835 points, the volks would be 1700 points.


Either way - if you have nothing more to do than troll, then just stop posting.
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CafeMilani Offline
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« Reply #45 on: March 31, 2010, 12:56:06 pm »

he really want better nades onhis volksspam i guess..
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Masacree Offline
EIR Veteran
Posts: 904


« Reply #46 on: March 31, 2010, 01:35:03 pm »

Even then, the Volks would come out to be cost efficient(though I doubt they'd all die). 240 MU is only a mere 1/9th of a person's munitions, whereas 240 FU is 1/5th.

If we consider that 1 manpower = 1 point, 1 muni = 4 points( 2000 mun to 8000 MP) and 1 FU point = 6 points (still abiding by the old 1250 FU to 8000 MP, now they'd cost even more) the sherman would be 1835 points, the volks would be 1700 points.


Either way - if you have nothing more to do than troll, then just stop posting.

You're undervaluing mp. Fuel and munitions have always solely served the purpose of giving you ways to kill mp. Furthermore, the axis player is down 4 capping units, while the american is only down a sherman. Obviously they're both worth different amounts at different points - if the axis player has no AT, the sherman is nearly infinitely valuable, whereas if the american had nothing to stop players from backcapping, the volks would be more valuable.
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Masacree Offline
EIR Veteran
Posts: 904


« Reply #47 on: March 31, 2010, 01:36:32 pm »

he really want better nades onhis volksspam i guess..

Sorry, I want a t2 I invested in to be worth something.  Roll Eyes

But, who cares about balance and good game design after all?
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #48 on: March 31, 2010, 01:48:44 pm »

I'm not undervaluing MP.
You get 8000 MP, 2000 MU and 1200 FU. The ratio of resources is 1:4:6 - therefore the points which I allocate to each are of that calibre.

Whether MU and FU are ways to kill MP is a matter of personal taste and situation - in most of my more vehicle-orientated companies, MP is the thing I try kill because I have 1000-2000 left over after I buy everything I truly want, whereas my infantry coy, for instance, is one in which I have 400 fuel floating because I want riflemen.

Thus, I simply remove the binding to situation and the room to theorycraft on "how much do you value your sherman in relation to a volks squad?" by allocating the points that I did for each of the different resources. And those points I derived from their respective initial ratios.

Alright, let's put it in a different way. Considering the most shermans you'll ever get is 6, my opponent just lost 1/6th (at the very least) in his sherman contingent. I lost a mere 4/30th, or 2/15th of my entire volks contingent(Assuming we are still discussing the issue that I see with making nades even better than they are now : a 30 volks coy of just nades and fausts).

I'm pretty certain I'm quite in the clear as far as cost-efficiency goes. Even if I lose 4 volks each time I engage a sherman(which is so unlikely I don't know WHY I'm even assuming such a situation) I'll still have 6 volksgrenadiers left over after my enemy will be out of shermans. Then my StuGs/P4s can easily roll over the remaining several AT guns and continue destroying infantry. 6 Volks squads is far more than enough for capping purposes.

And, apparently, I didn't even need to use my grenades at all. Too bad my enemy was an idiot trying to out-attrition fausted volks with shermans.
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Illegal_Carrot Offline
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Posts: 1068


« Reply #49 on: March 31, 2010, 08:09:46 pm »

words
A Sherman can merely repair when low on health, so that's 12 Shermans, there. Plus Armor has multiple abilities to increase the longevity of its armor further, which'll put you further in a pickle.
Shermans are 12 Pop each (10 for Cocs), but those four Volks are 20 Pop; not pop-effiecient at all.
What do you do when all your Volks are constantly getting gibbed by artillery?
What if you run into a well-placed MG/mine and get pinned? Your Volks are fish in a barrel there, and you've got a huge portion of your on-field units stuck being useless.
What do you do vs Ranger/Commando SMG spam?

You've got a decent point on paper, but I don't believe it'd be anywhere near as effective as you're making it out to be.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #50 on: April 01, 2010, 01:18:59 am »

That's why I use a StuG/88/P4, all of which are readily available to a standard Defensive company, with StuGs cloaking - 4 fausts will make any tank retreat, and if it doesn't, it can enjoy a shell in it's face.

Too bad those 4 volks can also cap, fight infantry(rifles long range, grenades short range) and recrew support weapons. I don't see why you're constantly implying the volks spammer needs to be a complete and utter retard that does nothing but blobcharge shermans.

When all my volks get gibbed by artilery, I make sure the next batch won't be bunched up, so it doesn't happen again. Simple, really.

I'm only stuck useless for about 5 seconds until I crawl away with my 2-3 guys from the 2 squads lost. Or, even better, I crawl towards the HMG, enjoying my 0.25 recieved dmg/acc due to being pinned and nade it to death. If I popped a mine - great. I just fullfilled another of the roles my volks-spam has : human mine detectors.

I nade those rangers/mandos. Either they come close and enjoy them nades, or I shoot him to hell at range. If I'm out of grenades, spread out into seperate pieces of cover far away from each other so he has to charge the squads down one by one, taking full damage all the time. Don't underestimate the sheer destructive power of 20 volks firing - it may sound weak, when it isn't.
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