OKW has too much Ammo
Posts: 183
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
Posts: 170
Posts: 627
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.
Posts: 133
Posts: 1108
Ya, they need to have it reduced.
they dont. There are by far more and other problems....
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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.
Posts: 593
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.
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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?
Posts: 2779
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.
Posts: 210
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?
Posts: 133
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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.
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?
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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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