expectation for the next patch.. the NERF! NERF! NERF!
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Posts: 77
+ no longer has a mp cost (free)
- ceases further manpower income
why? bcus
1) it pretty gave out a free tiger for 800 mp.
2) you can revert to your original income simply by letting it get killed.
katyusha:
+ reduced AeE and damage against buildings
why? bcus
1) the kat kills buildings and static positions way too well, which is devastating for okw.
2) if your leave your infantry to its series of barrages, they are gone for good (people argue that you can avoid this by retreating.. true but what difference does it make from retreating to a call in arty?). if you are getting barraged in your base in a small 1v1 map, there is no where to retreat.
3) breaks fortified defense too well (especially to AT guns)
4) forces retreat: unlike stuka and pnzwerf, who are one shot artys, if its kat barraging with its series of barrages, it forces you to retreat unless if you can move away from the barraging area
su85:
- reduce reload speed
+ remove harsh moving accuracy penalty
why? bcus
su85 is a rapidfiring tank. with its long range and rapidfiring gun, it only need to stay static to do a great amount of damage to buildings and tanks unlike any others can.. at a long range. i do agree that just reducing reload speed is too harsh on the tank, so that is made up a bit by fixing the insane moving accuracy penalty it suffers from, allowing it to chance tanks. (overall intended a slight nerf)
(also i think nerfing this will promote people to use t34 more)
USF AA halftrack:
- no longer suppresses while moving
- reduced penetration
why? bcus
kills okw building too well
suppresses and move at the same time (jesus chirst)
rapes the fuck out of the okw AA faptrack
kills puma, if not bring it down low health
m1919:
- defensive stance no longer suppresses
+ moved to 1 cp
+ cost reduced to 60 ammo
why? bcus
becomes a suppressive crazy ass moving mg team. the m1919 by itself is a good long range lmg like the mg42
b4 arty
- precision shot cuts scatter angle in half instead of pin point accuracy
+ vehicle direct fire shoots trough wall
ovis we knew how b4 kills buildings, infantry, and tanks. i think the vehicle direct fire shooting trough walls is reasonable since even if i manage to get a tank in range without obstacles in between, the shot misses and hits the ground due to elevation
il2 bombstrike:
- bombs less clustered
did way too much damage on tanks and buildings. but by reducing the cluster, it does better against infantry, so it isnt too bad of a nerf
urban defence:
- moved to 4 cp
why? bcus
by the time an okw gets stuka, its way too late, and that person has spend all his fuel on the stuka. mg doesnt work because the conscript just go into the house and pop in and out to reinforce. against hordes of conscript, mg cant even handle it. mortar is not too effective. mortar half track incendiary could work but it is doctrinal and is second hand counter where the urban defense doctrine is the first hand scenario. also the mortar halftrack is limited to few doctrines.
anti tank bombing run:
- reduce damage against tanks
+ increased aoe (against infantry)
why? bcus
this does an extremely high amount of damage to tanks, but increasing the aoe makes it a bit better against infantry, so it isnt too bad of a nerf
is2:
- decrease speed
- reduced penetration so that at least tiger and panther would beat it
+ increased aoe
why? bcus
the fact that it was faster, stronger, cheaper (10 mp less), and kills infantries better than tiger made this tank too universal. comparing it to the tiger, the only thing the tiger has over is its accuracy (against tanks) and reload speed. since it kills infantry well, its job should to be to kill infantry better. since panther can just about only kill tanks, i think a panther should beat it. since this tank kills infantry better than tiger, and cost relatively the same, it should lose to the tiger
anti tank shaft:
- increased priced to 160 ammo
+ increased aoe (aginst infantry)
why? bcus
does too much damage for the price, but increasing kills some infantry if any are around it, so it isnt too bad of a nerf
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okw is fine the way it is now
If you play OKW in team games, OPKW is very very very fine.
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okw is fine the way it is now
If you play OKW in team games, OPKW is very very very fine.
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I'm pretty sure its a troll thread.
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i also hope they are going to add the Italians in the next patch.
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@ OP
Please consider these guidelines from HighFiveeeee before opening threads in Balance.
http://www.coh2.org/topic/27737/highfive-s-guide-on-how-to-suggest-changes/page/1#post_id253205
Trying to second guess a whole patch is fruitless.
Concentrating on say, one army's perceived weaknesses may be more helpful in the Balance section, though in this instance, if you think OKW is OK as it is....may be not....
Posts: 829
Nerfs to other units are not enough, you should redo this but be more realistic with nerfs, they are not enough..
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