It's time to nerf OKW late game
- This thread is locked
Posts: 692
3v3 and 4v4 are not going to be perfectly balanced, but they don't have to be. I think Ostheer is fine, but there is an incredibly obvious problem with OKW in team games and it needs to be fixed.
Non-doctrinal KT is a horrendous balance decision. Jagdtiger shooting through multiple walls/buildings/200 feet of dirt is flat-out stupid.
I believe the forward medical truck to be part of the problem, but I'd like to see the ridiculous superhero tanks fixed before I make any suggestion to the med truck in team games.
This is self-evident, I should not have to explain it. 90% axis at all hours of the day, ~87% winrate for OKW in those game modes.....
Until they address this, I suggest everyone simply queue as axis. Slower queue times, but less aggrivation, more fun, and you basically auto-win after the 25 minute mark.
Posts: 304
I feel the problem is inherent with the game mode more than the faction itself. Throttle the fuel, limit the popcaps or something rather than re-working factions.
I keep seeing complaints all the time about how Allies can't win and how certain units are breaking the game, it's almost always from big team game players and almost always a case of the game just devolving into spamming super heavy vehicles, which is always going to be a problem in any game.
It was the same in Age of Empires III. People would enforce stupid 'No Rush 40 minutes' rules and certain factions were utterly broken. It wasn't the faction that needed re-design it was the game mode that made them broken.
Posts: 1108
http://www.coh2.org/topic/24499/is-okw-the-strongest-faction-currently/page/6#post_id221245
http://www.coh2.org/topic/24582/fix-mein-k%C3%BCbelwagen/page/4#post_id221250
http://www.coh2.org/topic/24065/a-simple-solution-to-have-a-more-people-playing-allies/page/2#post_id219336
http://www.coh2.org/topic/24247/appealing-and-imbalances-of-4v4/page/2#post_id218694
http://www.coh2.org/topic/24415/4v4--perceived-balance-and-match-making/page/2#post_id220029
http://www.coh2.org/topic/24129/4v4
http://www.coh2.org/topic/24284/4-vs-4-is-as-important-as-1-vs-1
Posts: 431
Posts: 1701
Posts: 57
As suggested on a recent thread and earlier in this one, Relic needs to strongly think about imposing some more balanced multipliers/penalties to BOTH factions for balance in 3/4-a-side games.
Posts: 2280 | Subs: 2
Permanently BannedNurf kubel
nurf flak hq penetration
make okw pay for their lmg's for falls and obers
nurf stuka
give okw the 66% munitions back. IM TIRED OF SHREK BLOBS
make t34/85 non-doc
make priest non-doc
give usf elite troops equivalent to paras in t4 building
give usf pershing commander
buff zooks
buff Jackson pen
buff BARS
Posts: 578
what I wnat to see:
Nurf kubel
nurf flak hq penetration
make okw pay for their lmg's for falls and obers
nurf stuka
give okw the 66% munitions back. IM TIRED OF SHREK BLOBS
make t34/85 non-doc
make priest non-doc
give usf elite troops equivalent to paras in t4 building
give usf pershing commander
buff zooks
buff Jackson pen
buff BARS
What I want to see:
Nurf fanboys
Posts: 400
Time to fix 3v3 and 4v4 maps, so it isn't heavy armor spamfest anymore: reduce fuel income for those maps' captured points, or establish an overall debuff on each team fuel income depending on the game mode: 100% for 1v1 and 2v2, maybe 75% for 3v3, 50% for 4v4 ? It would not require altering the maps in the automatch cycle, would be fair for everyone, and would bring more focus on infantry combat in those modes. Or it would have the opposite effect with people building a shitload of fuel caches instead of infantry with all that spare MP they would have, but it would give an edge to the team that invest that MP into actual fighters, imo.
Posts: 229
- decrease cost
- increase base range
- increase accuracy
Don't agree with everything on your list, but if we're adding our thoughts on what needs to be fixed...
Posts: 2280 | Subs: 2
Permanently Banned
What I want to see:
Nurf fanboys
Dude u posted a while back that u uninstalled this game..
y are u still here?
Posts: 229
reduce fuel income for those maps' captured points, or establish an overall debuff on each team fuel income depending on the game mode: 100% for 1v1 and 2v2, maybe 75% for 3v3, 50% for 4v4 ? It would not require altering the maps in the automatch cycle, would be fair for everyone, and would bring more focus on infantry combat in those modes. Or it would have the opposite effect with people building a shitload of fuel caches instead of infantry with all that spare MP they would have, but it would give an edge to the team that invest that MP into actual fighters, imo.
Wouldn't reduced fuel income just hurt Allies, whose tanks are more fragile and have to be re-purchased more often, more? You're losing tanks already, but now it's harder and harder to replace each lost vehicle. Axis are still able to save up fuel for super heavies, but now it's harder to counter because you don't have the income to support proper numbers of your own tanks to counter them.
Posts: 578
Dude u posted a while back that u uninstalled this game..
y are u still here?
Quote me
Even if I did uninstall the game, I don't see why I should stop posting on the forums.
Posts: 2280 | Subs: 2
Permanently Banned
Quote me
its gonna take a while. if u didn't change it
Posts: 1108
what I wnat to see:
Nurf kubel
nurf flak hq penetration
make okw pay for their lmg's for falls and obers
nurf stuka
give okw the 66% munitions back. IM TIRED OF SHREK BLOBS
make t34/85 non-doc
make priest non-doc
give usf elite troops equivalent to paras in t4 building
give usf pershing commander
buff zooks
buff Jackson pen
buff BARS
Posts: 431
Posts: 82
Posts: 578
Posts: 2280 | Subs: 2
Permanently BannedPosts: 304
Wouldn't reduced fuel income just hurt Allies, whose tanks are more fragile and have to be re-purchased more often, more? You're losing tanks already, but now it's harder and harder to replace each lost vehicle. Axis are still able to save up fuel for super heavies, but now it's harder to counter because you don't have the income to support proper numbers of your own tanks to counter them.
Because from what I understand, the idea should be something like five or six T34s vs a single King Tiger. But in Team games it seems that the game just ends up being five T34s vs four King Tigers. The fuel should only allow one super heavy, so the US/Sov side can actually counter with strength in numbers
Livestreams
32 | |||||
12 | |||||
199 | |||||
4 | |||||
2 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1100614.642+1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
40 posts in the last month
Welcome our newest member, Blesofsk
Most online: 2043 users on 29 Oct 2023, 01:04 AM