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Full Mobilization ideas

Posted: Tue Jun 18, 2013 10:25 am
by Campaigner
It seems to me that Assymetric Warfare is good in the early - midgame with its boobytraps and Special Ops while The Future is Now is good from when you can pay for the Type 81 rifles for Militia right through the whole game thanks to increased vehicle HP and the PLA supertank.

This leaves Full Mobilization lost & confused and ends up as an emergency choice for Tank Destroyers if you find yourself without vehiclecounters when the first Stryker show up.

The abilities of Full Mobilization feel weak compared to the abilities of the other two but I got an idea to change that :)


    Fuel to manpower conversion

Two good ways to do it.

A straight exchange like vCoHs Blitzkrieg
Same way as USAF supplies


I'd give up Last Push for that!



Is there a way to implement different levels?

    50 fuel --> 100 manpower
    100 fuel --> 250 manpower
    250 fuel --> 750 manpower

Re: Full Mobilization ideas

Posted: Tue Jun 18, 2013 2:46 pm
by I_am_a_Spoon
Not possible AFAIK, it took a huge workaround just to get the MARSOC and SEAL upgrades to show up.

I'm not so sure TM is underpowered anyway. Don't forget that TM gets the ZTZ96, T89 tank destroyer AND napalm strikes. All TM infantry is quicker to build and reinforce as well.

Re: Full Mobilization ideas

Posted: Tue Jun 18, 2013 9:12 pm
by HELLOBANANAPHONE
Strykers are ineffective enough that you probably shouldn't ever need a whole full mob tank destroyer to deal with them, one or two squads of tank hunters should be plenty unless they're really spamming them. Most people also seem to prefer Full Mobilization or The Future is Now over Asymmetric Warfare anyway.

I would call 3 CPs mid-game though, not 6 CPs. All other combat infantry call-ins, both in vCoH and MC, come at either 2 or 3 CPs (Luftwaffe Ground Forces are the exception, at 1CP). For reference 105mm howizters are 5 CPs, Manpower Blitz, Munitions blitz (MC Airborne), Resource Drop and Bombing Runs come at 6 CPs, Apaches, Off-Map Combat Group and Calliopes come at 7 CPs, Pershing at 8 CPs, and Tigers, King Tigers, Abrams, and TUSK at 9 CPs. That puts 6 CPs in the 15-20 minute mark (King Tiger is usually the 25-minute mark), which is when the first real tanks are hitting the field (i.e. late-game), and most games are going to be over within 30 mins unless it's a really close, really nasty game. If you rush straight to tier 4, you can often get an M10/Hellcat or Ostwind out around the 10-12 minute mark, before either player has 4 CPs.

I have said elsewhere that I think an OMCG-like ability would be appropriate for Last Push though, and would offer some small manner of differentiation between Future and Full Mob.

Re: Full Mobilization ideas

Posted: Wed Jun 19, 2013 9:51 pm
by Campaigner
Another idea:

Supply Yard upgrade

It lowers upkeep by x% (Something you consider apporpriate to not be too strong nor too weak). I'm sure there's something that can be taken out in favor of this. Napalm Strike can go as far as I'm concerned.
It fits Full Mobilization very well and gives it that unique endgame ability that you really want.



I_am_a_Spoon wrote:Not possible AFAIK, it took a huge workaround just to get the MARSOC and SEAL upgrades to show up.

I'm not so sure TM is underpowered anyway. Don't forget that TM gets the ZTZ96, T89 tank destroyer AND napalm strikes. All TM infantry is quicker to build and reinforce as well.


Not possible? So it's possible to make fuel --> munitions but not fuel --> manpower?

I've never used 'Last Push' due to its extreme cost and lack of manpower since it's used all the time but if good players find it useful then OK. Napalm Strike is damn expensive (200 munitions) and give of flares if I remember correctly. Never liked it.
Infantry thing is useful though.

Re: Full Mobilization ideas

Posted: Thu Jun 20, 2013 3:57 am
by I_am_a_Spoon
No, I meant it's not possible to have variable levels of resource conversion.