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OKW has too much Ammo

Reduce OKW income a bit?
Option Distribution Votes
46%
54%
Total votes: 119
Vote VOTE! Vote ABSTAIN
22 Sep 2014, 22:14 PM
#1
avatar of Steiner500

Posts: 183

Hey Guys,

I was in the Beta
And there was a Thread called: 'Faction Design'
In this Thread the Factions were introduced-

Well the OKW was designed to have poor Ammo or Fuel income and for the Year 1944 where the Germans hadn't so much good Equipment or Manpower.

So i Think OKW needs less ammo

22 Sep 2014, 22:18 PM
#2
avatar of korgoth

Posts: 170

Certain munitions abilites should get a price increase but I wouldnt nerf their income.
22 Sep 2014, 22:53 PM
#3
avatar of Brachiaraidos

Posts: 627

They designed the fraction around ammo scarcity. Scavenge commander was based entirely around that idea. And because Relic thought OKW needed earlier shrecks, they gave them 100% income and totally forgot that this would skew the entire design of the fraction they made.

100% usual relic balance logic

It was dumb. It is dumb. OKW is easily the best fraction right now as a consequence of this and other combined decisions.
22 Sep 2014, 23:01 PM
#4
avatar of gman1211

Posts: 133

Ya, they need to have it reduced.
22 Sep 2014, 23:09 PM
#5
avatar of MoerserKarL
Donator 22

Posts: 1108

Ya, they need to have it reduced.


they dont. There are by far more and other problems....:facepalm:
22 Sep 2014, 23:12 PM
#6
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

They designed the fraction around ammo scarcity. Scavenge commander was based entirely around that idea. And because Relic thought OKW needed earlier shrecks, they gave them 100% income and totally forgot that this would skew the entire design of the fraction they made.

100% usual relic balance logic

It was dumb. It is dumb. OKW is easily the best fraction right now as a consequence of this and other combined decisions.


And you know with certainty Relics reason for making their decisions how? By the way the OKW is a faction, not a fraction.
22 Sep 2014, 23:15 PM
#7
avatar of frostbite

Posts: 593

yea reduce or raise other abilities. theres been to many problem with there income imo. they get everything they need without worry, with the transfer... that's why I love playing okw when im having hard times with the other 3 factions
22 Sep 2014, 23:21 PM
#8
avatar of Brachiaraidos

Posts: 627



And you know with certainty Relics reason for making their decisions how? By the way the OKW is a faction, not a fraction.


Oh no, minor typing errors, you have made me feel so silly and small [/sarcasm]

Regardless. If you want the exact quote from relic, it goes thusly: "Ammunition rate was increased as it unduly limited the faction’s capacity to use abilities and purchase upgrades."

As far as I'm concerned, the only complaint ever voiced in the forums about the price of OKW upgrades was shrecks eating into your ammo count at a rate of knots and coming really late.

If you want to assign a different personal interpretation to that statement, feel free to do so at your own leisure.

Regardless of the exact thought process behind it, it was a blanket buff to an army that was designed to have scarcity and suddenly had no such thing. And very poorly thought out.
22 Sep 2014, 23:29 PM
#9
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

If they reduce it again it won't fix anything, just bring back old problems. It makes much more sense for them to adjust the munition cost of individual abilities than make sweeping changes to the entire faction.
22 Sep 2014, 23:31 PM
#10
avatar of FichtenMoped
Editor in Chief Badge
Patrion 310

Posts: 4785 | Subs: 3

I like the Ammo income because of the fact it can be converted to Fuel in the T3-Truck
22 Sep 2014, 23:33 PM
#11
avatar of Midconflict

Posts: 204

Only thing is now that the they have the ammo to 100% something need to be look at like the ammo conversion from tier 3, and the Obas and FJ getting there weapons for free.
22 Sep 2014, 23:37 PM
#12
avatar of ElSlayer

Posts: 1605 | Subs: 1

As far as I'm concerned, the only complaint ever voiced in the forums about the price of OKW upgrades was shrecks eating into your ammo count at a rate of knots and coming really late.

How about just increasing starting ammo just to get that schrek in time to counter early light vehicle?
22 Sep 2014, 23:46 PM
#13
avatar of Porygon

Posts: 2779

If you are in the alpha, you will know OKW with 66% muni income is bullshit. (even after first buff)
because with the fuel struggle, you can only have 33% muni which is close to nothing.

Sturmpio can never mine, they even struggle to piss out a sweeper, Volks can only getting screcks and never able to spare a nade, not even talk about Falls and Ober special ability and their nades.

Now with conversion OKW can choose 50% muni, 100% muni, or sac fuel for insane amount of muni, which is great for strategical design, you can finally able to choose options, but not sac a hell lot of mines or nades opportunity for a sweeper or stupid screck.


Seriously, WTF with these forum posters, "BECAUSE BY DESIGN", this is NOT a FREAKING valid argument.
22 Sep 2014, 23:50 PM
#14
avatar of lanciano

Posts: 210

Or just make shrecks a little cheaper like 75 - 80
23 Sep 2014, 00:05 AM
#15
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2



Oh no, minor typing errors, you have made me feel so silly and small [/sarcasm]

Regardless. If you want the exact quote from relic, it goes thusly: "Ammunition rate was increased as it unduly limited the faction’s capacity to use abilities and purchase upgrades."

As far as I'm concerned, the only complaint ever voiced in the forums about the price of OKW upgrades was shrecks eating into your ammo count at a rate of knots and coming really late.

If you want to assign a different personal interpretation to that statement, feel free to do so at your own leisure.

Regardless of the exact thought process behind it, it was a blanket buff to an army that was designed to have scarcity and suddenly had no such thing. And very poorly thought out.


The problem with your point is that you are implying that relic balances the game based on the complaints in the forums. Just because people brought up the timing and availability of shrecks as an issue doesn't mean that it was the sole factor in the decision to buff the muni income rate for the OKW.

The OKW was designed with some really great and interesting abilities that were going entirely unused because shrecks were so integral to the faction that no one had any munitions to spend on anything else, which was frustrating and made the faction feel like it wasn't living up to its potential. I don't deny that certain commanders or abilities may need a look at after the munition rate increase, but to assume that you know with certainty why Relic made their decision based on 2 lines of patch notes is just silly.

I could cherry pick any line from any patch and without context make it fit any argument I ever wanted, and then justify it because "the only complaint ever voiced in the forums__________ #Relic Balance" Lame, right?
23 Sep 2014, 00:29 AM
#16
avatar of gman1211

Posts: 133

The problem with the OKW is they have no restrictions in terms of how they use their infantry. They get to use panzershreks, while also tossing around grenades like they're candy. This means that their infantry can fight tanks, infantry, light vehicles, etc. The only real area they fall short is vs MG's. And as you can see by the forums, "Nerf maxims" is a common post from axis players.
23 Sep 2014, 00:31 AM
#17
avatar of LemonJuice

Posts: 1144 | Subs: 7

A big problem with OKW's faction design is that they have literally ONE munitions sink in the early and mid game: PANZERSHREKS

In the late game you have doctrinal artillery that serve as ammo sinks. With increased muni rate, OKW was able to more often use abilities such as grenades, and plant mines etc. The Shrek blob was still a problem because there was literally no other munition sink.

To fix OKW you need to not lower the munitions rate, because all that does is prevent OKW players from using grenades and mines to save for shreks. Instead you need to provide OKW players with different munitions sinks.

Maybe make the Retreat Point upgrade cost 100 munitions instead of manpower, force Obers to UPGRADE to the lmg34, Falls to upgrade to their fg42, additional pioneers at the mech truck require a munitions upgrade, etc etc.
23 Sep 2014, 00:37 AM
#18
avatar of Porygon

Posts: 2779

The problem with the OKW is they have no restrictions in terms of how they use their infantry. They get to use panzershreks, while also tossing around grenades like they're candy. This means that their infantry can fight tanks, infantry, light vehicles, etc. The only real area they fall short is vs MG's. And as you can see by the forums, "Nerf maxims" is a common post from axis players.


Suggest a faction that their troops can't throw their nades like candies?
23 Sep 2014, 00:38 AM
#19
avatar of gman1211

Posts: 133

And have good anti tank abilities? let me see... Soviets, USF.
23 Sep 2014, 00:42 AM
#20
avatar of Porygon

Posts: 2779

And have good anti tank abilities? let me see... Soviets, USF.


You count Volks screck are good? They are just supporting AT weapon (with 90 expensive cost), you still need Raketen or other specialist AT unit to kill.
OKW have no good vehicle ensnare (except Falls faust and mines) (Fusis nade is still buggy as hell), if you are not asleep, you won't lose tanks to Volks screck.
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