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So that OKW early game

18 Aug 2015, 06:47 AM
#1
avatar of BeefSurge

Posts: 1891

I'm assuming when Relic said that the OKW have the best early game, they meant the version of the game with the Brits in it. Soo, possible future OKW changes:

-Kubel purely for capping sectors and recon? Very good for harassment

-buffed Volks? If moved to the BHQ this may be a thing...best buff would be six men.

-T0 MG34? With Sturms and Volks this thing available early would be strong.

-Sturms cheaper?

-Or...no...T0 Obersoldaten?!?

Anybody know wtf our Canadian overlords meant when they implied that the OKW were recieving early game buffs?
18 Aug 2015, 10:17 AM
#3
avatar of Esxile

Posts: 3602 | Subs: 1

Not to mention OKW has the best medium tank since last patch...
18 Aug 2015, 10:25 AM
#4
avatar of gnaggnoyil

Posts: 65

jump backJump back to quoted post18 Aug 2015, 06:52 AMHorasu
No, they can't have good early game and devastating late game at the same time. I'd attribute it more to a miscommunication on Relic's part than actual design intent.

EDIT: Oh, it's a joke topic. Well, your first point was almost believable. Okay, I'll be the guy to say it since NDA is crap anyway. THAT'S WHAT KUBELS DID IN ALPHA


And VG indeed once moved to BHQ kappa.
Relic cancelled those change in the following patches though
18 Aug 2015, 11:14 AM
#5
avatar of JohnnyB

Posts: 2396 | Subs: 1

I'm assuming when Relic said that the OKW have the best early game, they meant the version of the game with the Brits in it. Soo, possible future OKW changes:

-Kubel purely for capping sectors and recon? Very good for harassment

-buffed Volks? If moved to the BHQ this may be a thing...best buff would be six men.

-T0 MG34? With Sturms and Volks this thing available early would be strong.

-Sturms cheaper?

-Or...no...T0 Obersoldaten?!?

Anybody know wtf our Canadian overlords meant when they implied that the OKW were recieving early game buffs?


I really, really hope that they won't do that thing with kubel being the start unit with capping and everything. I use kubel in 50% of my OKW games actualy. I don't want to be obliged to use it. Starting your build order without kubel may be rewarding sometimes and it's a different strategy.
18 Aug 2015, 14:30 PM
#6
avatar of BeefSurge

Posts: 1891

jump backJump back to quoted post18 Aug 2015, 06:52 AMHorasu
No, they can't have good early game and devastating late game at the same time. I'd attribute it more to a miscommunication on Relic's part than actual design intent.

EDIT: Oh, it's a joke topic. Well, your first point was almost believable. Okay, I'll be the guy to say it since NDA is crap anyway. THAT'S WHAT KUBELS DID IN ALPHA


Not joking. If Relic moved Obers to T0 they would obviously be nerfed a tad.
18 Aug 2015, 16:18 PM
#7
avatar of SwonVIP
Donator 11

Posts: 640


-Kubel purely for capping sectors and recon? Very good for harassment

not needed imo. Kuebel is already a very aggressive unit (most of the time not alone)


-buffed Volks? If moved to the BHQ this may be a thing...best buff would be six men.

Volks could need some sort of rework but I think moving them to the BHQ is not the best decision because they are the basic inf of OKW...


-T0 MG34? With Sturms and Volks this thing available early would be strong.

I like the idea. Just swap the Kuebel with the MG34 (Kubel now part of a doctrine)


-Or...no...T0 Obersoldaten?!?

nope bad idea... way too strong. But I would like to see a cost decrease (400MP -> 360-380MP)
18 Aug 2015, 16:20 PM
#8
avatar of RetroInferno

Posts: 59

I'm assuming when Relic said that the OKW have the best early game, they meant the version of the game with the Brits in it. Soo, possible future OKW changes:

-Kubel purely for capping sectors and recon? Very good for harassment

-buffed Volks? If moved to the BHQ this may be a thing...best buff would be six men.

-T0 MG34? With Sturms and Volks this thing available early would be strong.

-Sturms cheaper?

-Or...no...T0 Obersoldaten?!?

Anybody know wtf our Canadian overlords meant when they implied that the OKW were recieving early game buffs?


Either they are high on cat piss or Duffy put the thing together.
19 Aug 2015, 11:53 AM
#9
avatar of squippy

Posts: 484

I don't get why people are having such a tough time understanding why they consider OKW aggressive early.

Consider that Ost pios can defeat a con squad at point blank; Sturmpios do the same on steroids. There's nothing stopping an OKW player pumping out a lot of them from Tier 0.

The use of truck, even if they are defensive in function, is still aggressive strategically. Although it take a bit of stalling, OKW are quite able to put their flak HQ down as their first tech decision, aggressively seizing part of the map in a period where they will be nothing to challenge it for a long time.

If they go medic truck they can similarly establish a strong forward presence.

Meanwhile, the kubel can waltz around pinning the opponents capping squads and even preventing them capping much at all. Plus the kubel and sturmpios synergise perfectly.

Just because OKW has some super-heavy units in the late game doesn't alter the fact that they have the capacity to be very strong early.
19 Aug 2015, 12:10 PM
#10
avatar of Zyllen

Posts: 770



Not joking. If Relic moved Obers to T0 they would obviously be nerfed a tad.


I would not mind if they are put into tier 0 as long as their lmg upgrade stays in tier 3.



Consider that Ost pios can defeat a con squad at point blank; Sturmpios do the same on steroids. There's nothing stopping an OKW player pumping out a lot of them from Tier 0.


And then shocks arrive and pummel pio's into submission. are you seriously suggesting to use short range infantry again factions that specialise in short range?


Just because OKW has some super-heavy units in the late game doesn't alter the fact that they have the capacity to be very strong early.


No they dont. the m5 quad or even the m3 puts the okw into the defensive m20 does the same. sp's + kubel only works in the first encounter after that you will realise you wasted 240mp and 5 fuel.
19 Aug 2015, 12:58 PM
#11
avatar of Spin

Posts: 85

for the 3v3 and 4v4 players - kubel forces early retreats which may as well say goodbye to early territory. Particularly huge maps where territory is important e.g. steppes.

OKW are pretty powerful until you get their kubel down or a soviet player gets a scout car out (first 3-4 minutes really).
19 Aug 2015, 13:03 PM
#12
avatar of squippy

Posts: 484

jump backJump back to quoted post19 Aug 2015, 12:10 PMZyllen

And then shocks arrive and pummel pio's into submission...
No they dont. the m5 quad or even the m3 puts the okw into the defensive m20 does the same.


Clearly your definition of "early" and mine are quite different.
19 Aug 2015, 13:26 PM
#13
avatar of Robbie_Rotten
Donator 11

Posts: 412

jump backJump back to quoted post19 Aug 2015, 11:53 AMsquippy
I don't get why people are having such a tough time understanding why they consider OKW aggressive early.

Consider that Ost pios can defeat a con squad at point blank; Sturmpios do the same on steroids. There's nothing stopping an OKW player pumping out a lot of them from Tier 0.

The use of truck, even if they are defensive in function, is still aggressive strategically. Although it take a bit of stalling, OKW are quite able to put their flak HQ down as their first tech decision, aggressively seizing part of the map in a period where they will be nothing to challenge it for a long time.

If they go medic truck they can similarly establish a strong forward presence.

Meanwhile, the kubel can waltz around pinning the opponents capping squads and even preventing them capping much at all. Plus the kubel and sturmpios synergise perfectly.

Just because OKW has some super-heavy units in the late game doesn't alter the fact that they have the capacity to be very strong early.


Because 50% or more of the games I play against OKW or watch an OKW player consists of building a battlegroup and setting up a turtling spot with a LEIG. They sit here, usually on a fuel point, until they have enough power to steamroll everything. This happens especially on maps like Minsk Pocket and Road to Kharkov where there are few approaches. It is especially effective against USF, who has no way to dislodge it in early game (and no way to dislodge it without a doctrine :snfPeter: ).

So while the truck may be a strong forward presence, it usually turns into turtling. And this is something even high level players do because it is extremely effective.
19 Aug 2015, 14:13 PM
#14
avatar of squippy

Posts: 484



Because 50% or more of the games I play against OKW or watch an OKW player consists of building a battlegroup and setting up a turtling spot with a LEIG. They sit here, usually on a fuel point, until they have enough power to steamroll everything.


I'm not disputing that.

When the Normans invaded England, they brought with them a prefabricated wooden castle, which they erected inland. With that castle, they were able to range over a wide area with a fallback position; without it, they would always have been in danger of being pushed, literally, back into the sea.

Both the castle the OKW trucks provide a defensive position, but both are also acts of aggression. Relic are not wrong to describe OKW as an aggressive faction.
19 Aug 2015, 14:26 PM
#15
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Possible changes aside, how else can can OKW be aggressive early on aside from Kubel pressure? I feel this is especially relevant in the current patch since the stupid small arms 100% main gun crit bug really hurts the Kubel.

I'm far from the best OKW player but I too have a hard time seeing how OKW has a strong early game since Volks tend to get roflstomped early on 1 vs. 1 if the allied player has half a brain. Flak AA halftrack is map dependent and has a shortened amount of dominance since USF goes Captain often now and Soviet can get out a M5 or T70 out quicker now and shuts it down.
19 Aug 2015, 14:28 PM
#16
avatar of Robbie_Rotten
Donator 11

Posts: 412

jump backJump back to quoted post19 Aug 2015, 14:13 PMsquippy


I'm not disputing that.

When the Normans invaded England, they brought with them a prefabricated wooden castle, which they erected inland. With that castle, they were able to range over a wide area with a fallback position; without it, they would always have been in danger of being pushed, literally, back into the sea.

Both the castle the OKW trucks provide a defensive position, but both are also acts of aggression. Relic are not wrong to describe OKW as an aggressive faction.


Arguing semantics then. Establishing a forward position and then turtling is still turtling and playing defensively, no matter how "aggressive" the position might be. (typically it ins't that aggressive anyway, just one or two territory points away from the base.)
19 Aug 2015, 14:31 PM
#17
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Possible changes aside, how else can can OKW be aggressive early on aside from Kubel pressure? I feel this is especially relevant in the current patch since the stupid small arms 100% main gun crit bug really hurts the Kubel.

I'm far from the best OKW player but I too have a hard time seeing how OKW has a strong early game since Volks tend to get roflstomped early on 1 vs. 1 if the allied player has half a brain. Flak AA halftrack is map dependent and has a shortened amount of dominance since USF goes Captain often now and Soviet can get out a M5 or T70 out quicker now and shuts it down.


Relying on Volks isn't a good idea, always getting a second Sturm isn't a bad idea and having a fast Schwer if you didn't go a doctrine with call in infantry is kinda mandatory.

But yeah Iv given up on the Flak HT, much prefer something that stays around longer.
19 Aug 2015, 14:44 PM
#18
avatar of BeefSurge

Posts: 1891

Idk I still thank that Relic is changing OKW early game. There's no way they could have honestly stated that in their current form the OKW have the best early game.
19 Aug 2015, 14:45 PM
#19
avatar of pussyking
Donator 11

Posts: 551

Sturmpios rule the early game. Best T0 unit. Rips to shreds USF, SU and will probably rip UKF.
19 Aug 2015, 15:06 PM
#20
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Sturmpios rule the early game. Best T0 unit. Rips to shreds USF, SU and will probably rip UKF.


To a degree, I feel like on some maps they don't have quite that luster if there is lots of open ground for them to get shot down on approach.
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