Company of Heroes: Eastern Front

Author Topic: Munitions Use  (Read 6006 times)

Offline Joshua9

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Munitions Use
« on: May 29, 2010, 07:03:05 PM »

This is only an impression so far, but I'm still really surprised that munitions cost hasn't been implemented for command abilities and upgrades.  It seems problematic that munitions aquisition only matters to russians in the early to mid game in this build.  By mid game my upgrading might have been stalled by my fuel intake, but not by my munitions...and there really was little else for me to do with them.  I was floating 1200 munitions. 

Late game, munitions remain very significant for other factions(except for brit when going royal engies, and that's a problem), as does manpower and fuel, so I really think more costs should be implemented...for offmap abilities, for stelky upgrades, for part of that extensive russian guard array of toys(put something in an individual upgrade), etc. 


Conversely, if you simply want all munitions to only play in the global upgrades, is there a way where you can scale them?  Make each upgrade more expesnive?  At least that would force me to make some hard decisions mid and late game with my munitions use. 

Offline Ressy

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Re: Munitions Use
« Reply #1 on: May 29, 2010, 08:09:56 PM »
Sturmovie Engineers + Flamethrowers.
There's a great way to use up 100 munitions per squad for late game russians. They also make a great addition to a tank force.

Offline Joshua9

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Re: Munitions Use
« Reply #2 on: May 29, 2010, 09:16:31 PM »

That would be doctrinal though, right?  which is great, but we could use some more choices in the other doctrines.

Offline Red_Stinger

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Re: Munitions Use
« Reply #3 on: May 29, 2010, 09:47:33 PM »
You can also pay 50MU to add PPS to the command squad, and pay other 50MU to give flamethrower to each squad of normal ingeneers. An other way to spend your munition is to make sturmovie ingeneers over and over... That's all!  :)
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Offline Headlock

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Re: Munitions Use
« Reply #4 on: May 30, 2010, 01:00:16 AM »
"I was floating 1200 munitions."

True, Ive seen that happen as well, and its kinda unbalanced, faction v. faction, in that regard.

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Offline cephalos

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Re: Munitions Use
« Reply #5 on: May 30, 2010, 01:46:09 PM »
buy 2 squads of tank hunters and place mines everywhere ;D

Offline Zerstörer

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Re: Munitions Use
« Reply #6 on: May 30, 2010, 03:21:09 PM »
We're looking into introducing Munitions Upkeep for some units to sort out this overflow and create more intricate resource system  ;)
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Offline Joshua9

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Re: Munitions Use
« Reply #7 on: May 30, 2010, 07:26:11 PM »

sounds like a good solution.  I"m glad you guys are taking the issue up.  I'm really enjoying everything else at this point. Had a good game against a PE player.  We must both be of middling skill, but I got to experience just how much swing-back there is at early/mid game, when I thought I was dominating, and then started systematically having my limbs cut off. 

Only concern is that No retreat seems to be currently what really makes that swing possible...I assume that when you implement retreat(and I think you said it would be tied in with vet), you will be tweaking the faction in other ways to keep it balanced? 

Offline cephalos

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Re: Munitions Use
« Reply #8 on: May 30, 2010, 07:33:13 PM »
I don't know why, but I have this strange feeling about this munitions upkeep.... I hope it won't be like retreat function - it wasn't , but soon will be.... however I think that using grenades and other kill-tools should require munitions.

Offline hofgeneric

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Re: Munitions Use
« Reply #9 on: May 30, 2010, 10:34:54 PM »
Maybe have munitions be used to reduce the time for an off map to recharge, like 50 takes of 10-20 seconds or something like that.

Offline Mad hatters in jeans

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Re: Munitions Use
« Reply #10 on: May 31, 2010, 05:31:38 AM »
buy 2 squads of tank hunters and place mines everywhere ;D
This is what i do as well. But usually if i'm at the stage of placing large quantities of mines the turning point of the battle has already come and gone.

Offline Paciat

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Re: Munitions Use
« Reply #11 on: May 31, 2010, 07:07:45 AM »
I wish there would be a russian ability to swith ammo for men. Get youre upgrades first, than get some men 200ammo=200MP (it can be balanced later)

When germans loose 3 men from a gren squad they retreat and reinforce or reinforce from a halftrack while medics pick up wounded.
When Soviets loose 5 Strelky they can walk back to the HQ or Outpost without the retreat modifier and probably die. All wounded die too.

Soviet PPSH blob is powerfull but if any defence will stop it (Commander killed and Strelky get suppresed) Soviets will have a hard time saving their comrades. Half of the blob needs to be reinforced, half needs to be rebuild and germans get a free Gren squad from a medic bunker.

Offline Seeme

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Re: Munitions Use
« Reply #12 on: June 01, 2010, 12:58:11 PM »
Jog, Paciat, jog.
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline nomad52

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Re: Munitions Use
« Reply #13 on: June 02, 2010, 04:54:56 AM »
I really think double upgrades in the armory would be cool. Say you have 3 ingenery out and then you decide to upgrade to sturmovies you pay the upgrade cost and a new button would then replace it, the new button upgrades your units in the field for another payment of xyz resources.

Offline GodlikeDennis

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Re: Munitions Use
« Reply #14 on: June 02, 2010, 06:54:16 AM »
I really think double upgrades in the armory would be cool. Say you have 3 ingenery out and then you decide to upgrade to sturmovies you pay the upgrade cost and a new button would then replace it, the new button upgrades your units in the field for another payment of xyz resources.

Sounds like a good idea, shouldn't be difficult to implement either I imagine. If you can't put new icons over where the old ones were, just add a weapons locker type building which has these upgrades.
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