Caches for OKW
Posts: 268
They would add new strats in every Gamemode and cant be spammed because of 250mp cost and the punishment of not building units for the mp.
Posts: 500
Is there a reason, why OKW cant build fuel and ammo caches? I my opinion this hasnt anything to do with asymetrical balance, since any other nation can build it.
They would add new strats in every Gamemode and cant be spammed because of 250mp cost and the punishment of not building units for the mp.
The reason why was that OKW used have a significantly reduced fuel income when it was released(times .66 iirc) and were characterised by that. Caches would obv go against this
Posts: 268
The reason why was that OKW used have a significantly reduced fuel income when it was released(times .66 iirc) and were characterised by that. Caches would obv go against this
This design would be outdated by now, am i right?
Posts: 500
This design would be outdated by now, am i right?
Yes, by several years
Posts: 956
In teamgames with a OST, it's very hard to fight an OKW who's supported by OST fuel caches.
There's also the 221 lockdown upgrade that doubles a point's resource income but that's doc only. As is the improved salvage ability.
Posts: 2693 | Subs: 1
This design would be outdated by now, am i right?
So is vet5 by this point. It's a faction trait. Like salvage, gettingen officers with tech and that sort of thing.
Posts: 978
Is there even any good to vet 5? Afaik OKW was neutered into being just harder to obtain vet 3.
So is vet5 by this point. It's a faction trait. Like salvage, gettingen officers with tech and that sort of thing.
Posts: 2693 | Subs: 1
Is there even any good to vet 5? Afaik OKW was neutered into being just harder to obtain vet 3.
Not a lot no. Some units get some nice bonusses though. Passive healing is pretty good for example. Of course its a farcry from release okw.
Posts: 17914 | Subs: 8
Is there even any good to vet 5? Afaik OKW was neutered into being just harder to obtain vet 3.
For volks?
Not really.
For literally anything else?
Yes.
OKW vet3 is roughly the same as other factions vet3, vet4 and 5 offers powerful utilities instead of raw stats it used to.
OKW is themed after resource starved german forces during battle of the bulge, ubermenschium is in short supply right now to the point, where falls have ate last bits and effects are wearing off with next patch.
Posts: 3588 | Subs: 3
Is there even any good to vet 5? Afaik OKW was neutered into being just harder to obtain vet 3.
I mean Puma has map hack at vet 5 and JP4 gets crazy good from camo. Luchs has suppression. Fusiliers get sprint. Kubel gets replaced by Konigstiger. Pretty good I'd say.
Posts: 3053
I mean Puma has map hack at vet 5 and JP4 gets crazy good from camo. Luchs has suppression. Fusiliers get sprint. Kubel gets replaced by Konigstiger. Pretty good I'd say.
Don't forget obers suppression and passive healing for volks
Posts: 8154 | Subs: 2
Posts: 1351
My suggestion would be to let either T1 or T2 have an upgrade which would let them "turn" into a kind of cache. It would require it to be on a strat point and for starters it wouldn't provide resources to teammates (just like Opel).
I'd generally allow all their trucks to have some upgrade button making them generate x1.5 resources from a given point (cost 100-200mp)
Posts: 368
Posts: 1351
Or how about we remove all caches since they go against the game design, mess up tech timings even more (esp. in team games) and are an all around lame mechanic?
In 1v1 they are ok. You decide to give up some battlefield presence in favour of having slightly more resources later on. Cool risk/reward feature.
Posts: 309
Posts: 4183 | Subs: 4
In 1v1 they are ok. You decide to give up some battlefield presence in favour of having slightly more resources later on. Cool risk/reward feature.
Agree here. The issue is more every cache effects every team member instead of just the player planting it.
Posts: 1351
Agree here. The issue is more every cache effects every team member instead of just the player planting it.
That exactly seems to be the real problem
Posts: 5279
ultimately, okw has been balanced without caches, throwing them in at this point would break the faction
Posts: 8154 | Subs: 2
ive always liked the idea of the trucks acting as caches, but they have the 223 now doctrinally so i really wouldnt want to see okw with all 3 stacking AND ost caches in a team game.... it would not be a good look for balance
ultimately, okw has been balanced without caches, throwing them in at this point would break the faction
Not caches but reminder that they had resource manipulation on the mechanised truck. You would convert fuel to muni or viceversa.
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