OKW
https://www.coh2.org/topic/106030/sander-s-personal-balance-changes/post/836273
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https://www.coh2.org/topic/106030/sander-s-personal-balance-changes/post/836273
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Those tech changes feel like a big FU for soviets. Total 200MP to unlock medics, AT nades, indirect fire, weapon upgrades, machine guns, AT gun, fire grenades.
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No, no, he is right, we need to nerf mechanized to avoid power creep.
We will be nerfing it to the point where BG will be equally appealing choice.
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The change OKW needs is cheaper BGHQ and Mechanized HQ, but both mandatory to get Schwerer Panzer HQ.
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The change OKW needs is cheaper BGHQ and Mechanized HQ, but both mandatory to get Schwerer Panzer HQ.
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The change OKW needs is cheaper BGHQ and Mechanized HQ, but both mandatory to get Schwerer Panzer HQ.
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And have Luchs or Flak HT running around 10-20 fuel earlier? Such a change would upset the light vehicle timings way too much? It would also make all the tank rush strategies (using BG) worse, which would have a negative impact on teamgames where Mechanized isn't used as much unless people go for Stukas.
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Okw doesn't have a healing problem. They have the most stock healing options of any faction besides the brits who despite having the very best in the game keep getting given more.. it just requires resources of you don't pick bghq.
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They do have healing problem, its not problematic to get heals (if you kept you STs alive), its the fact that its too expensive with a stupid mechanic behind it.
Soviets can spend 250MP for perma heal
Ostheer 150MP and 60muni
US 250MP and 10Fu
UKF 30muni(?). But let it be UKF healing is one of the most unfair, if not the most, things in the entire game.
All of this are more or less 1 time buy upgrades
OKW spend 45muni, for a 3 AOE heals, which force you to heal in a specific moments, where most of your troops are in base in order to make most of this heals.
Add to the mix that Volks already have to get StGs to get maximum from their perfomance and get into their small advantage window or stay at least valid, aswell as use nades quite often depending on match up.
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Look if you are trying to tell me that the faction designed specifically to be strained for resources is struggling to afford buying everything like a faction that isn't designed to be resource starved I'm not just gunna willy nilly take your word for it. Imma need hard numbers and replays. I've also heard rumors that usf is supposed to mobile and all their units are good on the move from elite infantry hip firing lmgs, to moving modifiers on armour. Now of course both of these things would be a travesty because faction design is a sin and all factions should be able to throw all the grenades they want and slap weapons on every squad and snare every tank and lay all the mines and still naturally have bounds of munitions for everything. I know... I KNOW they call it a tactical real time strategy game but I'd really like it a lot more of they took out the tactical and strategy parts. I don't want to make decisions,hell,if the game could play itself entirely I'd be OK with that.
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Yeah alright, all cool, but can we make faction strained in other logical ways, for a change? This is retarded in its core, that faction is stripped of essential part of game, not grenades, not snipers, not lack of X thing, but from core game mechanic. Healing is not a simple decision, it what every single faction had to get at rufly same timing.
and assuming you dont lose your sturm you have that. okw isnt stripped of an essential part of the game, people just dont want to use it.
Bad desing is bad desing, and so called "faction themed around something", is not applyable here. Shitty healing came from Panzerschreck volks ages where it didnt matter if you go for med or mech.
okw is designed so that they have everything even if they lose entire tech buildings. they will never be without AT, and they will never be without healing. they have the tools. one simply has to use them. fight over the munitions once and again. its an important resource just like fuel, though most OKW players forget this.
Right now in 99% scenarios as OKW you want to go mech to have proper lucks+puma combo (from 1v1 perspective), otherwise you gonna have a bad time, going med is either:
1) Enemy way too campy, you need igs
2) You need healing WAY too badly
And you know it just as good if you play 1v1 or at least watch decent players play.
not entirely sure what you are saying here. it reads like " you want to go mech for the units in mech, the only time you go med is for the things that med gives you" which i cant find fault in cause thats more or less the point....isnt it?
I understand that you love your concept of so called "decisions" and "faction uniqueness", but ones again applying this to any of core mechanic is just plain bad. Even if you want, it could have been 1 create for a resonable price (10\15 muni) so at least you wont bleed munitions like a pig, which you NEED to spend on upgrading you inf, its not a decision whether you want upgrades or you dont.
as said before, fight over the munitions on occasion and youll manage both! for only 210mp you can zip and zoom around the map capturing resource points and dipping out like its a tactical RTS based around capturing resource points!
Lets strip faction from minesweapers and lock them behind something you need to shoot your leg for and lock yourself from 10 things you need to get 1 because you badly need it, and call it "decision making".
except AGAIN... okw has healing. its not stripped away at all nor at any point ever is okw locked from anything. the split teching is actually very clear. med is based on defensive attrition play and mech is designed around light armour play. infantry or armour as a focus, however as said, okw is DESIGNED for this. going med doesnt lock you out of having AT and going mech doesnt deny you healing, only more efficient versions of each. its not like AEC/bofors or hammer/anvil where one decision eliminates the other and no alternative is provided THATS locked away.for okw its all there...
only change i would like to see in regards to OKW healing is that volks get their self heal moved BACK to vet 3, as it was moved to vet 5 because of shrek vet inflation. this allows some munitions strain to be lifted as was intended when the faction was designed. we dont need to reinvent the wheel by twisting teching and smooshing in untested resource economy changes. this will also help volks with their mid game until obers or other elites roll out.
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... That's one of the reasons that sturmpios are so efficient in combat and have lower than average hit-box...
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