Unofficial OKW Redesign Thread
Posts: 278
Posts: 59
And if everyone really wants an MG34.... i'd rather have Leig's replaced with MG34's
Maybe even switch the american howitzer with the mortar halftrack too.... Just to sort of mirror the changes...
But then again that might leave OKW without any artillery.... What about the IR halftrack then?....that could become doctrinalz....
Could maybe give a buff to said ISG's since they'd become doctrinal.... But then again that might just make that commander meta and take it back to everyone complaining about Isg spams
Posts: 1604 | Subs: 3
Posts: 59
If they replace it with 3 atars i hope theres a little more of a twist on it, similar to the panzer elite's veterancy from COH1
Something that sets them apart from the other armies rather than just stats and the way their units look
Posts: 104
My ideas for a volk rework/suppression fix
USF buys riflemen who will always function roughly the same with minor changes depending on how you equip them. The 'nature' of the squad doesn't change.
How about OKW you buy the cheap infantry squad - volks - then upgrade them in a way that fundamentally changes how the squad operates.
Basic volk squad would be a very cheap RE/Ostruppen deal with a merge ability, they can then be upgraded with an mg42 which gives them the ability to set up a suppression cone, but can't be fired on the move and needs a setup/teardown time. Effectively changing the squad from basic infantry to a support weapon.
Remove the panzershreck upgrade, another upgrade would be a raketenwerfer. You want a raketen? Buy volks, upgrade them to be a raketen squad - raketen can even already retreat like a normal support weapon.
Other upgrade could be mp40/stg44 upgrade turning them into assault troops, or a repair upgrade turning them into good vehicle support troops with maybe a Faust snare ability too.
Each of these upgrades could be tied to the deployment of a tech building that makes an interesting choice for the player.
If you want elite infantry you still need obers to fill the gap like paras or falls. Remove the suppression from kubel after this change, give pshreck to Sturm's with toggle ability same as minesweeper.
It would even make a sort of thematic sense as volks being a cheap basic unit that needs to be trained into a specialised dedicated role. They'd be a sort of glue holding the big building block units of OKW together.
Posts: 73
Posts: 1705
OPTION A - FUNDAMENTAL OVERHAUL
Remove vet 5 feature
Remove resource penalties
Redo teching costs(limit KT to 1)
OPTION B -PARTIAL OVERHAUL
Allow 66% income toggle choice between MP and fuel,rather than compulsory fuel.
Reduce vet requirements by 25%
Give volks for the fatherland like defensive ability in friendly territory to survive rifles/tommies.
Obers 360mp and less reinforce time.
Small teching adjustments if necessary
OPTION C - UNIT OVERHAUL
-33% vet requirement costs(except on volks)
Give volks FTF like defensive ability
Give OKW a midgame manpower-based shock unit like Wirbelwind/Stuh42 of coh1 which allow them to control blobs better.
Reduce fuel cost of light vehicles like puma/flakHT which see little use and increase their MP cost.
Slight adjustments to ober cost and falls survivability/reinforce.
Allow caches.
Posts: 1122
Stop this nonsense.
Posts: 1891
@US3K that's kind of cool, but also really hard to implement.
@Jadame!, then contribute. It's been established that with current nonsensical OKW design, they will always be OP or UP, and always boring with a focus on blobbing infantry. Lay your ideas down.
Posts: 1705
Lol if Relic take anything from there seriously OKW would be ruined forever.
Stop this nonsense.
Its already ruined forever.Though i would like to hear your suggestions.
Posts: 2779
CP0: Speak in perfect English: 280MP
Call in Volksgrenadier disguised as American GI, with captured USF uniform and M1 Garand, would not be auto-engaged by the enemy
CP3: Stealing resources, toggle ability
Losing the ability of capturing territory, the disguised Volksgrenadier able to steal 30% of resources at the enemy sector
CP5: Sabotage supply line: 100 munition
Sabotage the enemy supply line behind the enemy line, last for one minute
- Allies production time increased by 60%
- Allies resource income decreased by 40%
CP10: Fallschirmjäger with Me262 support: 260 Munition
Airdropping a squad of Fallschirmjäger behind the enemy line, two advanced Jet fighters Me262 will regain air superiority and provide close air support
CP10: Disguised M10: 470MP 170Fuel
Call in the Panther disguised as US M10 tank destroyer, would not be auto-engaged by the enemy
Posts: 410
Posts: 1891
For real though constructive OKW redesign belongs here.
Posts: 1122
Its already ruined forever.Though i would like to hear your suggestions.
Not as much as people here (or majority of them) want to.
As for changes, i would be very conservative. HUGE buffs to vet, some units adjustments, possible upkeep increase to make blobbing not so attractive and fuel costs changes for some vehicles there and there.
Maybe 5th man for their elite infantry as one of vet bonuses, which would eliminate OKW weakness to lose vetted units in one shot to RNG BS and also increase bleed to further prevent blobbing.
Posts: 145
- Move Obersoldaten to Mechanized Regiment HQ
- Lock MG34 upgrade in Schwerer Panzer Headquarters
They would be like more elite version of grens vulnerable to light vehicles (no faust), high cost/bleed/popcap would prevent them from spamming. This way we might see them earlier, they would have more time to vet, made Mechanized Regiment more interesting and with MG34 upgrade (unlocked by Schwerer Panzer) they would scale better for late games.
It's only idea probably needs some tweaking aswell
Posts: 1891
Posts: 658
Posts: 104
Commander: Operation Grief (can only be chosen by one player in the Axis team for obvious reason)
CP0: Speak in perfect English: 280MP
Call in Volksgrenadier disguised as American GI, with captured USF uniform and M1 Garand, would not be auto-engaged by the enemy
CP3: Stealing resources, toggle ability
Losing the ability of capturing territory, the disguised Volksgrenadier able to steal 30% of resources at the enemy sector
CP5: Sabotage supply line: 100 munition
Sabotage the enemy supply line behind the enemy line, last for one minute
- Allies production time increased by 60%
- Allies resource income decreased by 40%
CP10: Fallschirmjäger with Me262 support: 260 Munition
Airdropping a squad of Fallschirmjäger behind the enemy line, two advanced Jet fighters Me262 will regain air superiority and provide close air support
CP10: Disguised M10: 470MP 170Fuel
Call in the Panther disguised as US M10 tank destroyer, would not be auto-engaged by the enemy
That actually sounds really fun. Maybe have the disguised volks not appear on the minimap?
Posts: 344
Posts: 1890 | Subs: 1
What if we changed Volks to have an individual squad "Bolster Squad" type update that costs MP and would upgrade Volks combat effectiveness in some manner (6th squad member, better AI, whatever doesn't break balance).
This could be locked behind 1 truck being placed and/or prevents shrek upgrade if needed. This would help makes Volks better while addressing Volks spam.
I like the idea of upgrading Volks into a ghetto MG34 too as an alternative to swapping Kubel. What if it was a Muni cost and maybe had a smaller weapon arc (maybe make them function closer to a maxim to promote the whole "aggressive faction" flavor?)
PS Let's please avoid posts that just say "These ideas suck" at the very least offer your opinion on why they wouldn't work or offer your own ideas.
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