Relic: Call for attention - OKW underwhelming abilities
Posts: 145
This is not a rant or call for buffs, only polite request to take a look some unused/underwhelming abilities for OKW faction. I hardly find those ability usefull and most of them are well ... dissapointing like:
Heavy Fortifications - Flak Emplacements, 10 fuel, 2 members that easly gets decrewed/sniped, hardly does any damage, doesnt suppress, its flak gun (like all flak type guns) hits ground. This ability wasnt touch since the release of OKW. Maybe add more members or give it a suppression?
Emergency Repairs - expensive (for OKW standards) 50muni 'repair' that gives u risk of decrewing vehicle, only usefull when abusing sturmtiger reload. Remove risk of decrewing vehicle and maybe decrease cost of ability.
High Explosive Anti-Tank (HEAT) Shells - hardly feel the impact while using this ability, maybe only usefull for KT to buff its damage but apart from that it hardly helps other tanks from OKW rooster. Also it last about 15second so panther hardly shoot twice while ability is in use. My attempt to fix it? Increase penetration by large but dont buff damage. This would give edge okw medium tank to fight allies heavy ones (like jagpanzer4 vs is2, puma vs churchill etc)
Panzer Commander - this one is a real joke, replace the possibility to equip your tank with a turret mounted MG42, hardly increase LoS and its coordinated artillery takes 15 sec to land, also max range is smaller than sturmtiger. All this for 120muni. I would increase LoS and increase its coordinated artillery range so OKW could rush it and counter stationary artillery like ML20.
Also I would like to point out an interesting topic about expensive and not so effective OKW artiller:
http://www.coh2.org/topic/40040/okw-off-maps
Just my 2 cents
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ML-20 absolutely useless nowdays.
Let's try to keep it OKW here
Posts: 145
ML-20 absolutely useless nowdays.
This is not a reason to not fix OKW abilities, ML-20 will get buffed, meta might evolve and then what ? Relic have great ideas just look at brits, lets try to make other faction abilties as cool ... or at least make it worth using
Posts: 317
Even for a glass cannon that should be placed behind your lines and be shielded by your troops the flak emplacement feels really underwhelming as it only >kind of works< in very few scenarios.
You made the model, the animations, the FX, now please give it a proper role on the battlefield
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Posts: 145
Also choosing between luftwaffe or Fortifications is debating between falls and pak43, its never like "Oh Zeroing Artillery would be handy here", thats why we need some changes.
Can We Do It? Relic Can We ?
Posts: 952 | Subs: 1
Valiant Assault: due to the way it's set up, it acts as a 100munition sprint with very little (no) combat buffs.
Assault Artillery: 200munitions, never hits anything.
Sturmpioneer Stun Grenade: Arrives at a vet level rarely seen in a 2v2 or below- reduce to vet 2 or 3?
Posts: 145
Other things-
Valiant Assault: due to the way it's set up, it acts as a 100munition sprint with very little (no) combat buffs.
Assault Artillery: 200munitions, never hits anything.
Sturmpioneer Stun Grenade: Arrives at a vet level rarely seen in a 2v2 or below- reduce to vet 2 or 3?
I tend to "Valiant Assault" with shreckblob to chase down tanks, but thats only in big team games...
Assault artillery is "not great but not terrible" ability. I found use for it vs british 'simcity' so after smoke drop I can rush my tanks in ... but yeah very expensive smoke drop
I agree, those arent best abilities I just find a very very rare situation to use them. I try to think outside the box!
Stun Grenades, never had chance/vet to use it and I play mostly OKW
Posts: 4928
Valiant Assault: due to the way it's set up, it acts as a 100munition sprint with very little (no) combat buffs.
It should give suppression resistance, increased rate-of-fire, decreased reload, decreased cooldown, and out-of-combat sprint (disabling in combat allows fire on the move).
It'd be very interesting to see a fixed Valiant Assault vs For The Motherland
Posts: 134
Other things-
Valiant Assault: due to the way it's set up, it acts as a 100munition sprint with very little (no) combat buffs.
Assault Artillery: 200munitions, never hits anything.
Sturmpioneer Stun Grenade: Arrives at a vet level rarely seen in a 2v2 or below- reduce to vet 2 or 3?
VA costs the same as for mother russia and the assault ability form the brits and yet it lasts 30 sec while others last a full min.
Posts: 64
Breaktrough Doctrine:
Sturm Officer: No Veterancy
Special Operations Doctrine:
Radio Silence? too expensive, literal useless, meh effect
Command Panther? never gets above vet 3 in 1 hour long game.
Elite Armored Doctrine: has no elite armor
Signal Relay? too expensive, very situational, meh effect
Emergency Repairs? too expensive, very situational, meh effect
High Explosive Anti-Tank (HEAT) Shells? too expensive, very situational, meh effect
Panzer Commander? too expensive, very situational, no mg upgrade, meh effect
Sturmtiger? is pudding, should be something else like King Tiger Ace
General:
Sturmpioneer Stun Grenade: never used it.
ps: Elite Armored Doctrine:
(Passive) All vehicles build at veterancy 1 level?
Posts: 721
Posts: 363
Sturmpioneer Stun Grenade: never used it.
+10 nvr had the chance to notice this grenade
Posts: 76
Permanently Bannedmaybe replace panzer commander with a designated command vehicle like birts..???
Posts: 392
Assault Artillery costs 200 munitions and doesnt barrage the whole sector WTF
Posts: 363
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