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OKW has too much Ammo

23 Sep 2014, 11:08 AM
#61
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post23 Sep 2014, 10:09 AMSierra


It's not like Bazooka spam is any better, considering you have blobs of 4-6 rifleman squads outfitted with double bazookas or double BAR's or Double M1919's killing everything in their path.

Bazooka rifle spam with double bazooka?

Can we not discuss 10k rank 4v4 games please?
23 Sep 2014, 11:10 AM
#62
avatar of Porygon

Posts: 2779

JohnnyB I did not mention You anywhere, just said I have feeling like this forum is Axis' forum.
Ok, let's put it this way.
No caches. In 4v4 in does not matter. In 1v1 you will not build any in most cases.
So where to put all ammo? In schrecks. That means you will probably have a lot of free ammo because there are no other upgrades for inf. Obers and Falls are already equipped. This leads us to grenades spam everywhere.
You do not need to hesitate between AT or AI upgrade and all ammo go for off-map and grenades.

How about Soviets? You need to consider which way to go. If you go for Guards and DP-28 you will probably give up ZiS barrage. If you go for schocks and use their grenades, you will not use barrage or mines. Choice is yours. Taking one thing prevetns you from taking another.

Ost? Here is a real problem. You have to chose if you want lmg or upgraded sdkfz, or maybe flametruck or schrecks. You cannot afford everything.

USF are the same. If you go for M20 and At mines, you will delay AI upgrades. If you go for bazooka, the same thing will happen.

All these decisions are crucial in first few mins.

OKW does not have such problems. Just upgrade Volks and rest spend for anything.

SlaYoU, I will not even respond to You since You called me a troll. Next time check someone's posts or something before you judge.


Really dude? Anytime I played as Allies I can spam muni ability without thinking for a sec because they are dirt cheap.

USF have no real mines so you can dump them all into weapons, Soviet can throw whatever they need because they have no real muni sink. Only Ostheer is extremely muni dependent because wothout upgrade, a lot of their units JUST SUCKS.
23 Sep 2014, 11:11 AM
#63
avatar of Porygon

Posts: 2779

jump backJump back to quoted post23 Sep 2014, 11:08 AMKatitof

Bazooka rifle spam with double bazooka?

Can we not discuss 10k rank 4v4 games please?


I did that in 1v1, umad bro?
23 Sep 2014, 11:25 AM
#64
avatar of butterfingers158

Posts: 239

jump backJump back to quoted post23 Sep 2014, 10:09 AMSierra

double BAR's


People still buy BARs?
23 Sep 2014, 11:31 AM
#65
avatar of Porygon

Posts: 2779



People still buy BARs?


Without M1919, they are still better than having none.
23 Sep 2014, 11:43 AM
#66
avatar of TheMachine
Senior Caster Badge

Posts: 875 | Subs: 6

OKW sure need a lot of tweaking, but lowering the munitions income is just silly and makes the faction really boring to play. The old OKW in the beta was too crippling and punishing which made them tedious to play. I agree OKW float too much munitions in the mid - late game, but there's much better ways to fix it such as increasing the infiltration tactics cost up from 10 for a start, making Obers/Falls/Jaegers need a munitions upgrade for weapons or even some more creative approaches such as making it so every time the Stuka fires it drains up 10 munitions.

On the other hand, Soviets always float excess of munitions because unless you are going heavy Guard play there's just not enough things to spend munitions on. I also really like the idea of Shocks costing less manpower to be called in initially but needing a munitions upgrade for PPSH's.
23 Sep 2014, 12:01 PM
#67
avatar of Cruzz

Posts: 1221 | Subs: 41

Well...if the full munition income is here to stay, there is a shitton of OKW abilities that are waaaaaaaaay underpriced

Examples:

Fusilier G43, 90 munition, stronger than 3 BARs, 180 munitions+150mp+15fuel
OKW booby trap, 50 munition, exactly same ability as soviet doctrinal booby trap, 100 munitions
Infiltration nades, 10 munitions, exactly same ability as assault grenadier nades, 45 munitions

etc etc
23 Sep 2014, 12:04 PM
#68
avatar of Katitof

Posts: 17914 | Subs: 8

^Don't forget about offmaps Cruzz.

They have doomsday machine strength and before could not be used more then once, maybe twice. Now with muni conversion you can pretty much use them every 2 mins.

Underpriced flares from specops doctrine are one of the examples of underpriced ability(superior to all other scouts, can't be shot down early, costs least).
23 Sep 2014, 12:11 PM
#69
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post23 Sep 2014, 11:10 AMPorygon


Really dude? Anytime I played as Allies I can spam muni ability without thinking for a sec because they are dirt cheap.

USF have no real mines so you can dump them all into weapons, Soviet can throw whatever they need because they have no real muni sink. Only Ostheer is extremely muni dependent because wothout upgrade, a lot of their units JUST SUCKS.


You din not read my posr od did not understand.
I also have no problems with ammo but it's about mid-late game. Like I said, it's crucial in first few mins. If you invest ammo in AT power you will delay AI. Of cource, you will get a lot of AI power but a bit later.
I don't think You can get 2-3 squads with bazooka and 1 with LMGs in first 8mins, but OKW can (I guess allies also can but if they do, they need to give up mines, barrages etc.)
23 Sep 2014, 12:13 PM
#70
avatar of Porygon

Posts: 2779

jump backJump back to quoted post23 Sep 2014, 12:01 PMCruzz
Well...if the full munition income is here to stay, there is a shitton of OKW abilities that are waaaaaaaaay underpriced

Examples:

Fusilier G43, 90 munition, stronger than 3 BARs, 180 munitions+150mp+15fuel
OKW booby trap, 50 munition, exactly same ability as soviet doctrinal booby trap, 100 munitions
Infiltration nades, 10 munitions, exactly same ability as assault grenadier nades, 45 munitions

etc etc


Fusilier 3 G43, 90 munition
Gren 2 G43, 45 munition

Cruzziiiiii RLY?
23 Sep 2014, 12:15 PM
#71
avatar of Porygon

Posts: 2779



You din not read my posr od did not understand.
I also have no problems with ammo but it's about mid-late game. Like I said, it's crucial in first few mins. If you invest ammo in AT power you will delay AI. Of cource, you will get a lot of AI power but a bit late.
I don't think You can get 2-3 squads with bazooka and 1 with LMGs in first 8mins, but OKW can (I guess allies also can but if they do, they need to give up mines, barrages etc.)


With 100% muni, OKW need to give up fuel, understand?
23 Sep 2014, 12:17 PM
#72
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post23 Sep 2014, 12:13 PMPorygon


Fusilier 3 G43, 90 munition
Gren 2 G43, 45 munition

Cruzziiiiii RLY?

Its +50% sight range as well.
23 Sep 2014, 12:21 PM
#73
avatar of JohnnyB

Posts: 2396 | Subs: 1

jump backJump back to quoted post23 Sep 2014, 12:04 PMKatitof
^Don't forget about offmaps Cruzz.

They have doomsday machine strength and before could not be used more then once, maybe twice. Now with muni conversion you can pretty much use them every 2 mins.

Underpriced flares from specops doctrine are one of the examples of underpriced ability(superior to all other scouts, can't be shot down early, costs least).


I see you didn't mention here the zeroing arty, the arty from breaktrough doctrine and from scavenger doctrine. These are off-maps too and have 2 features:

1. Expensive like shit;
2. To easy avoidable unless you are sleeping with your head on your keyboard or you are AFK for throwing the garbage.
23 Sep 2014, 12:21 PM
#74
avatar of JohnnyB

Posts: 2396 | Subs: 1

jump backJump back to quoted post23 Sep 2014, 12:15 PMPorygon


With 100% muni, OKW need to give up fuel, understand?


Nope, he doesn't.
23 Sep 2014, 12:25 PM
#75
avatar of Cruzz

Posts: 1221 | Subs: 41

jump backJump back to quoted post23 Sep 2014, 12:13 PMPorygon


Fusilier 3 G43, 90 munition
Gren 2 G43, 45 munition

Cruzziiiiii RLY?


Fusilier G43 (compared to base weapon):
250% / 165% / 110%
Grenadier G43:
180% / 145% / 100%


And yes Grenadier weapon upgrades overperform for cost as well, but that's not really an issue for this thread.
23 Sep 2014, 12:55 PM
#76
avatar of SlaYoU

Posts: 400


SlaYoU, I will not even respond to You since You called me a troll. Next time check someone's posts or something before you judge.


I'm fine with it, as discussing with you is pointless anyway. You are biased, and automatically assume everyone else is too. Have fun within your bubble (or maybe your troll cave ?). You ignored the wrong post at the wrong time, and entered my ignore list, i wish there was one in that forum that would do the dirty work for me.
23 Sep 2014, 13:26 PM
#77
avatar of broodwarjc

Posts: 824

If you lower OKW munitions then ,leave the Kubel as is so it can deal with early WC51 car and M3, because getting shreks was a pain before and many games were decided in the first 5 minutes due to Ally Scout Car spam.
23 Sep 2014, 14:10 PM
#78
avatar of MoerserKarL
Donator 22

Posts: 1108

jump backJump back to quoted post23 Sep 2014, 12:04 PMKatitof
^Don't forget about offmaps Cruzz.

They have doomsday machine strength and before could not be used more then once, maybe twice. Now with muni conversion you can pretty much use them every 2 mins.



yeah lets switch all off map okw, from 200-300 muni to 500-600 :S: :facepalm:
23 Sep 2014, 14:14 PM
#79
avatar of Katitof

Posts: 17914 | Subs: 8




yeah lets switch all off map okw, from 200-300 muni to 500-600 :S: :facepalm:


Or keep them as they are and lets pretend they don't wipe whole armies/assure win by annihilation when dropped on base sector.
23 Sep 2014, 15:01 PM
#80
avatar of broodwarjc

Posts: 824

jump backJump back to quoted post23 Sep 2014, 14:14 PMKatitof


Or keep them as they are and lets pretend they don't wipe whole armies/assure win by annihilation when dropped on base sector.


They nerfed that particular artillery strike, it is now a lot less potent, also most of the OKW arty strikes are very situation dependent. Can only target a sector, have to have lots of saved up munitions, have to have constant line of sight to an enemy unit, a scouting flare. That is why they get the Walking Stuka, because their doctrinal atry strikes are very situational.
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