OKW manpower penalty?
Posts: 1439
I kind of like OKW concept. I just think it has been poorly executed. OKW floats manpower anyway.
Posts: 4951 | Subs: 1
Reducing the MP income wouldn't stop the floating, it would just make it so they float slightly less and are gimped early game.
Posts: 4928
Posts: 4951 | Subs: 1
Posts: 4928
Posts: 2280 | Subs: 2
Permanently BannedI dunno...
Change thier vet.
Vet 5 OKW units receive force fields and laser guided armaments
Or, Make multiplayer play like AA. Where OKW vehicles will randomly lose fuel and be abandoned. LEaving them to spend more fuel to get them back
Posts: 1026
Posts: 4951 | Subs: 1
They bleed less because they lose less troops due to them not being shot.
This doesn't stop a tank from crushing you, or a howitzer shell from turning you into red mist, or a katyusha rocket filling you with shrapnel. Regardless, OKW simply doesn't have anything to spend MP on other than 1-2 units.
To represent the small, manpower constrained nature of the 1944/45 German military, there should be an "existence penalty" of 33%. So when you pick OKW, there's a 1/3 chance you don't get to play the game and there's just nobody in that slot.
This is already in the game, but for every faction.
Posts: 1130
Maybe instead of complete re work of the faction, introduction of manpower penalty (similar to fuel and ammunition) would be enough to balance the faction out? I know in early alpha that was the case and then Relic decided to change this, but maybe reduction was too harsh? Instead of 66% income they should have introduce a 80% (similar to ammunition?)
I kind of like OKW concept. I just think it has been poorly executed. OKW floats manpower anyway.
What is the reason you wish to do this and how do you believe it will make the okw a better faction? Just saying stuff isnt going to work.
Posts: 1439
With less manpower you'll get less units which means OKW can keep their veterancy bonuses. Otherwise a serious rework is to be done.
Posts: 680
Posts: 369
This doesn't stop a tank from crushing you, or a howitzer shell from turning you into red mist, or a katyusha rocket filling you with shrapnel. Regardless, OKW simply doesn't have anything to spend MP on other than 1-2 units.
OKW's fuel income being capped has nothing to do with it. If I play the boring old call-in game with Soviets I won't have any vehicles until 10CPs, yet I'm always starving manpower. If I play OKW, I'm always floating, even though I actually build more vehicles with OKW than with Soviets.
Posts: 2396 | Subs: 1
Posts: 830 | Subs: 2
OFC NO
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Posts: 974 | Subs: 2
Posts: 1484
Posts: 4951 | Subs: 1
My reason is to let OKW stay the way it is. Elitist army with few but very powerful units on the field. Especially late game. Right now they are able to spam the hell out of infantry. This combined with insane Vet5 bonuses and very powerful units creates a composition that negates any infantry play late game. In one of the recent games I came across Vet5 Flashimjegers (or whatever you spell that) that obliterated my Rifles.
With less manpower you'll get less units which means OKW can keep their veterancy bonuses. Otherwise a serious rework is to be done.
Reducing MP income isn't going to make them "elite" it's going to ruin OKW's early game chances even more. OKW's first units are by no standard "elite", Volk's are the worst baseline starting infantry in the game till they reach vet 3.
And MP float would still happen because OKW will still eventually get all their units out, and then stop spending because they have no bloody fuel to spend MP on tanks/vehicles.
If you want OKW to be "elite" with reduced MP income make it so the starting units are "elite" and thus able to handle the immense amount of allied infantry on the field early game.
I think op has a good point here. I like the design of the Okw-vehicles from the Kubel to KT. What I dont like is the 4 volks 3 obermeta. Let the vehicles stay as they are, maybe even obers are good and shrecks if the mp are reduced for okw. Its booring to see okwplayers suicide the blobs just to get new ones.
To bad OKW doesn't have the fuel to make vehicles. So even if you nerf the shit outa OKW infantry they will still be everywere because of the fuel penalty.
Increase the price for Volks to 240 MP+ or increase reinforcement cost if they vet 3 +. Also, why not just get rid of this vet 5 bullshit all together. What OKW needs an over haul and best way to do it is to give them support weapons and get rid of this call in MG-34 bull. This will help MP float much better.
Why the hell should they cost more than Allied basic starting infantry when they are worse in every stat until Vet 3?
Posts: 531
i believe the most broken part of the faction is the -50% accuracy reduction on vet 5 volks
and the fact that volks get a level of veterancy for each panzershreck rocket they hit a tank with (nearl 100% accuracy)
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