Unofficial OKW Redesign Thread
Posts: 611
Posts: 1006
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.
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.
Thanks for testing it out It was made pretty quick, and now after publishing it I realize we should have changed some stuff. Those Obers are a bit over the edge indeed. It was just to bring some ideas on the table Glad some people played it
Posts: 1930
https://docs.google.com/document/d/1V99fxUtVTI50wBoYqzn0aBMOjISR4cp8zTfDlF9n2WA/edit
http://steamcommunity.com/sharedfiles/filedetails/?id=555404983
It's the first version, some issue are to be expected. In particular I haven't touched the 5 rank veterancy yet.
Posts: 1891
made a mod implementing my outline earlier.
https://docs.google.com/document/d/1V99fxUtVTI50wBoYqzn0aBMOjISR4cp8zTfDlF9n2WA/edit
http://steamcommunity.com/sharedfiles/filedetails/?id=555404983
It's the first version, some issue are to be expected. In particular I haven't touched the 5 rank veterancy yet.
I like it, but only mech hq having 4 units, while flak and bhq have 3 is strange. I also think that having JP4 and Panther in same building is really strange.
Posts: 2723 | Subs: 1
Posts: 1930
I like it, but only mech hq having 4 units, while flak and bhq have 3 is strange. I also think that having JP4 and Panther in same building is really strange.
HQ: 4 units (including the King tiger)
Mech: 4 units
medic: 3 units
Flak: 4 unit
it's pretty even. Medic is the only odd one out.
I wanted medic to have the elite infantry and support weapon, mech to have the light tank/vehicle, and flak to have the heavy and medium tank. Admittedly jpz4 together with the panther is kind of weird but it's the best place I could think of.
Posts: 1891
I know lelic lurks on here, but once completely finished you should bring the mod to the sega forums.
Posts: 3103 | Subs: 1
Invissed a post, if you're going to talk about the developers please apply common decency, they aren't a special breed that need constant verbal abuse in order to thrive.
They what?
Oh no
What have I done
Posts: 46
Posts: 1891
^ty guy above me
Posts: 37
Hoping this brings dare I say it... balance?
Posts: 1384
OKW is batshit OP now while also being far less interesting to play. Their unique teching structure has been neutered, and killing a truck is a slap on the wrist now because they can call a new one in for cheap rather than having to wait. Now, OKW has no reason not to build trucks in forward positions for maximum benefit. They have the early game infantry power to defend it with even MORE cost effective sturmpios and OP volksgrenadiers. They get their PzIV even faster than Ostheer, even if you removed their starting fuel bonus. They can get a Puma around the time your opponent is thinking about a light vehicle, alongside panzerschrecks.
So good job guys. Your ideas suck. If it ever makes it into automatch I'm done with the game.
Posts: 2885
I never thought Relic would be dumb enough to read the containment thread.
OKW is batshit OP now while also being far less interesting to play. Their unique teching structure has been neutered, and killing a truck is a slap on the wrist now because they can call a new one in for cheap rather than having to wait. Now, OKW has no reason not to build trucks in forward positions for maximum benefit. They have the early game infantry power to defend it with even MORE cost effective sturmpios and OP volksgrenadiers. They get their PzIV even faster than Ostheer, even if you removed their starting fuel bonus. They can get a Puma around the time your opponent is thinking about a light vehicle, alongside panzerschrecks.
So good job guys. Your ideas suck. If it ever makes it into automatch I'm done with the game.
Pretty much my feelings. I may not quit but definitely have a break. You say that p4 is faster. You are right. Now look how much faster okw panther is than ost one... It is just pure nonsense.
Posts: 46
I never thought Relic would be dumb enough to read the containment thread.
OKW is batshit OP now while also being far less interesting to play. Their unique teching structure has been neutered, and killing a truck is a slap on the wrist now because they can call a new one in for cheap rather than having to wait. Now, OKW has no reason not to build trucks in forward positions for maximum benefit. They have the early game infantry power to defend it with even MORE cost effective sturmpios and OP volksgrenadiers. They get their PzIV even faster than Ostheer, even if you removed their starting fuel bonus. They can get a Puma around the time your opponent is thinking about a light vehicle, alongside panzerschrecks.
So good job guys. Your ideas suck. If it ever makes it into automatch I'm done with the game.
Pretty much my feelings. I may not quit but definitely have a break. You say that p4 is faster. You are right. Now look how much faster okw panther is than ost one... It is just pure nonsense.
Hey guys please calm down. I´m sure this patch won´t go live in its current form, even the most biased Axis player will know, that this is way over the top. But just stating everything is BS isn´t very helpful either. You know that OKW needed a tweak since it was a bad spot and I´m glad to see such drastic changes. Ress penalty wasn´t needed for a long time, Luchs is finally useful and so on. So better change things with greater impact, since this is a PREVIEW! patch were nothing is final.
My personal issues about the patch are the timing and that schrecks should be replaced with a snare ability. Otherwise I can´t find any problems.
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