Unofficial OKW Redesign Thread
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Also, flame nades on Sturmpios, yay.
edit: also, I like the vision statement.
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Posts: 1891
^^my first impression of this redesign is very good because it does a lot of things that were mentioned a lot of times (not only recently, but over the course of time).
Also, flame nades on Sturmpios, yay.
edit: also, I like the vision statement.
I like it a lot.
Posts: 1705
Either you remove OKW penalties and then do all teh fancy tech restructuring.
Or if you keep resource penalties,u have to give back the fcation advantages that will make the resource penalty worthwhile -namely cheap adn powerful vet bonuses and strong units.Unless you do this fundamental problem with faction will remain.
As long as OKW has resource penalties,it will require OP units as a crutch by design.Nerf those units,and faction collapses because it thats the way relic designed it,then went back on the basic design fo the faction by nerfing those very units.Now faction broken.
So whats it going to be relic,do away with penalties altogether and start afresh?
Or keep penalties and give big buffs?
Theorists in this thread can keep doing all the fancy tech restructuring you want.Useless unless you answer the main question - Does your proposal deal with the resource penalty issue by either removal or compensation?Only after this issue is solved can tech be restructured because currently tech is not OKW's main problem.
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I really don't think the whole faction needs a redesign. Some units need tweaks but that's it.
Volks: 240MP, rifle damage to 12, shreck becomes a snare.
you honestly expect OKW to fight armored vehicles and early tanks only with the abysmal raketenwerfer until your 135 fuel jagdp4 hits the field (135 fuel with OKW income mind you)
Remove resource penalty, redo tech costs, maybe move some units around, and redo 5 Vet into 3 Vet system.
"just turn OKW into Ostheer lol"
Posts: 47
There is no way I can understand the lack of a non doctrinal MG. Come on. Germans had lots of MGs, how is it possible that the OKW doesn't have them unless you unlock them with a commander. In my opinion, it makes no sense at all.
I also think that the ammo and fuel penalties should be removed. I understand the idea of having a faction struggling against the odds, but I can't see it working when it comes down to the game itself.
I would suggest a total redesign of the faction, getting rid of the Kubelwagen (or maybe changing its role or something) and making Volksgrenadiers a playable and scalable unit in late game, especially when they have to fight against infantry. I would suggest giving them a couple of SG44 or an MG34 or the panzerschreck, forcing the player to choose what he prefers for the unit, focusing on AI or AT.
Getting rid of VET 5 is fine. I would not miss it, it doesn't bother me either tho.
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Posts: 600
i like the principle of this.
and add one more truck that is solely about upgrading units.
Sure if the units wernt total shit...
You build 1 truck... you can get one worthless unit until your next truck... and need all 3 trucks to have a chance vs anything.
If you wanna kill OKW this is the way to go.
Posts: 4301 | Subs: 2
Sure if the units wernt total shit...
You build 1 truck... you can get one worthless unit until your next truck... and need all 3 trucks to have a chance vs anything.
If you wanna kill OKW this is the way to go.
This isn't a OKW "Rebalanced" thread.
This is REDESIGN thread.
That is what most people get wrong, imo, in this thread. things like "buff volks", "switch this and that" etc etc.
you don't "redesign" to balance, although it can be a nice side effect, you redesign to make things funner. to me, OKW and USF tech structures are super super boring and now that relic said they are looking into redesigning OKW, i thought the structure Carlos Danger mentioned would add more depth and interest.
Posts: 824
"just turn OKW into Ostheer lol"
Uh at what point did my post say, "make their tech into in-base buildings with research tiers, so they work like Ostheer".
Vet 5 just takes way too long to get and the bonuses from single Vet levels aren't up to par with other factions, so it really could be reworked into Vet 3 system. The OKW would still have their trucks, just adjust their tech costs and remove the resource penalties since the only way to really make that work is to make OP units which end up getting nerfed down.
The OKW would still be the unique truck buildings outo n the field faction with unique units and a different teching structure, in no way a clone of Ostheer(if any faction is a clone of Ostheer it is UKF).
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Posts: 2723 | Subs: 1
updated the title requested by the op.
Finally, thank you. I think I said this on the first page
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you honestly expect OKW to fight armored vehicles and early tanks only with the abysmal raketenwerfer until your 135 fuel jagdp4 hits the field (135 fuel with OKW income mind you)
1. The Raketenwerfer is not abysmal.
2. Shrecks and mines are enough to deal with early armored vehicles and you can get a JPIV before any medium tanks hit the field. You can also get a Puma after 7 minutes...
Posts: 446 | Subs: 2
Together with Hajas I made an OKW Overhaul mod. You can subscribe to it here: http://steamcommunity.com/sharedfiles/filedetails/?id=552338586
Tested, makes OKW OP af
I kid. I have no idea what to say tbh because I've only played a few games and am bad at analyzing inter-faction design.
Posts: 1384
I'm sorry but most of those nerfs proposed in this thread will make OKW even weaker and less competitive than it already is. KT with 160 damage? Spios being a clone of the OST? Even less accurate leig? What the actual fuck
This thread is a containment thread for all the bad ideas, you see.
Posts: 1891
updated the title requested by the op.
Thank you!
On vet 5: I like it. It hypothetically means OKW units scale better without munis investments; this is in contrast to Ost, whose original design required upgrades for scaling. This said, it's very strange for OKW to have good scaling upgrades AND the vet 5 system. TBH I think that Shrek, G43, MG34 packages should be less on scaling raw power by a lot and more on unlocking ability sets to round out your army. Then we can buff vet 3- 4-5 to intended levels without breaking the game, and offer more muni sinks for the OKW player. (MG34 suppressive fire, sprinting, over watch abilitys, panzerfausts, etc.
This combined with Volks/Sturms rework, non MG34, and Dangers teching ideas would pretty much make the faction perfect
Posts: 875 | Subs: 6
OKW also really need to get the MG34 non Doctrinal. The Teching and forward bases is super gimicky and bad for gameplay, which only promotes blobbing and camping. Removing forward bases in favour of buffing resource penalty would be great. But One shot wipes or light vehicles murdering squads on retreat is a huge problem too, because it means Elite 4 man squads are too risky to use.
Posts: 46
Together with Hajas I made an OKW Overhaul mod. You can subscribe to it here: http://steamcommunity.com/sharedfiles/filedetails/?id=552338586
Tried the mod today. I really it since OKW feels more like a faction of specialist. Although I do believe it would be hard to balance that properly due to the new units. In addition to that the lack of SP´s from the beginning is difficult to handle. This could lead to even more Volks blobbing. And I´d suggest to remove the Ober-HT, I don´t see a reason for that. In connection with the tank hunters this is a crazy tank-death-kiting-tool. But thanks for the effort I enjoyed it.
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