Since OKW is the worst faction over all gamemodes except 4v4 and 3v3 (worst doesn't mean unplayable), I think they really should be redesigned. Here is mine Ideas how their redesign should look like:
1) Volksgrenadiers:
They are basically worst AI inf in the game with best AT weapon. Main problem lies in their AI perfomance. They are bad, just bad, forcing you to spam them, you have to blob like 3-4 volks squad + some elite inf, if you want to have at least some decent AI power.
Suggestion: Volks have worst accuracy and worst KaR98 weapon profile.
Increase cost of volks to 250
Match up their KaR98 profile to others Kar98 profiles, i.m. grenadiers one. Without changing their accuracy they still wont be best long range inf, but at least would punch you harder and wont let you freely come close to them and beat them no matter what.
2) Sturmpios:
Quite good early on but past 5 mins they are garbage. Because of enemy close range inf and AI in general. Since they are starting squad, they should be very powerfull early but also should scale into as a close range inf.
Suggestion : At vet 2 they should have additional +4 to their close range, since correctly they have 6 close range (any other close range inf have 10 range). Also their required vet should be lowered up, since its impossible to vet up them.
3) Kubelwagen:
Shitty unit to deal damage, good unit to suppress ... even too good if you ask me. Since with USF its sometimes hard to counter it, without rifle company and AT nades.
Suggestion: Remove suppression, buff its AI to ~MG42 lvl. So this unit would be more harassing early on and it would be perfect for flanking enemy MGs early on. Rather then rushing to fuel point and suppress everything.
Med HQ
Swap IGs with Flak HT, I'il explain why.
Mech HQ
1) Adding MG34 as a stock unit, doc MG34 replaced with MG42 for 290 MP.
Why: OKW already have problems with holding ground without Med HQ against brits\USF and even soviets. MG34 would allow players to hold the ground better and have better chanced against blobs. While IGs would allow to counter emplacements and all stuff like this.
Flak HT goes to T2 and replacing IGs to prevent Med+Flack HQ camping and constant reinforcing, while med HQ would still have unit to suppress and counter blobs.
2) Remove god damn resource transferring.
Why: this thing helping OKW .. to blob schrecks. MORE AND MORE schrecks. And even more schrecks. It gives you stupidly hight amount of Muni and low amount of fuel. Also it never ever allows you to have same or even close to same amount of Allies resources (even without caches).
Just remove this thing and allow OKW to build caches after they tech to Mech HQ. "OKW NOT ALLOWED" - typical Katitof saying.
1)Here is a thing, even with Fuel\muni caches OKW would never ever be able to have same amount of fuel\muni as allies. IF allies builed at least 1 caches it puts OKW even in deeper resource disadvantage without any counter play.
2)OKW already overflow with MP and there is no way to use it.
3)OKW in 2v2 game and in 3v3 game are just like rock on your neck if you are playing as Ost, since allies could spend 200 mp each and have 2 caches, while Ost must spend 400 MP for same 2 caches if he don't want to be in resource disadvantage.
4)In 1v1 1 fuel\muni cach could mean insane advantage for allies.
5) Resource advantage "just because" is bad for RTS in general
Flak HQ
1) Obersoldaten - there are two kinds of ppl, one says that they are UP and second one that they are "fine". I'm with first one, since they are UP compare to any other elite inf. With both MG34 and nerf and fact that you have to buy it makes them the worst cost\effective inf, not only because of their fire power, but even because of their abilities.
Suggestion:Drop cost to 360 MP so this unit became usefull not only with MG34 but with rifles too OR just let them come with MG34.
IN GENERAL
Fix god damn vet sistem. Looking at brits with their vet bonuses I wanna cry really. OKW have 5 vet lvls, while 90 of their units is impossible to vet up. Why for any other factions its more then possible ... I even say common, to have vet 3 units, while "hurr durr" elite OKW with 5 vet, cant even reach vet 3 with their units. This is a joke. I would rather see 3 vet system for them, then 5 vet system like that.
Suggestion: OKW vet should be reworked. Vet 5 should be "possibility to have vet 5 unit if you played 1 hour game". Vet 5 should requare 1.5 more exp then vet 3 for any other faction. So 5 vet will be their faction advantage, not only "cool feature which hardly useful in game". If this is too much then remove goddamn 5 vet system and give them normal 3 vet system.
My idea for OKW redesign
12 Nov 2015, 10:24 AM
#1
Posts: 295 | Subs: 1
12 Nov 2015, 11:16 AM
#2
Posts: 134
i would like to add the flak ht and the raketenwerfer to the list of changes
the flak ht is the most expensive ht, has a long setup time, cant kite, shoot and supress on the move, takes forever to vet up, cant cap or self repair and still has that stupid bug
the raketen gets one shoted so often that its beter go just go for one more volks with a shrek. the weapon is so smal that the crew is close to eachother its a normal thing for every tank to wipe it with one shot.
the range is small campared to the other at guns, the puting them in to bulidings is not that usfull cuz they will shot at inf, and the camo is nothing special as well (zis has a docrtrinal a how often do you see it being used?)
the targeting is so bad that if it dosent miss it will hit the ground infront of it
the flak ht is the most expensive ht, has a long setup time, cant kite, shoot and supress on the move, takes forever to vet up, cant cap or self repair and still has that stupid bug
the raketen gets one shoted so often that its beter go just go for one more volks with a shrek. the weapon is so smal that the crew is close to eachother its a normal thing for every tank to wipe it with one shot.
the range is small campared to the other at guns, the puting them in to bulidings is not that usfull cuz they will shot at inf, and the camo is nothing special as well (zis has a docrtrinal a how often do you see it being used?)
the targeting is so bad that if it dosent miss it will hit the ground infront of it
12 Nov 2015, 11:23 AM
#3
Posts: 134
and the docrines should be reworked aswell
starting with the offmaps witch suck big time http://www.coh2.org/topic/40040/okw-off-maps
abillties witch are basicly the same as others but perform much much worse for the same price (keep the ammo reduction in mind) FTW vs Valiant assault, breakthrough vs counter attack (ostherr), flak empalcment vs bofors, ukf trench vs okw/ost trench etc
starting with the offmaps witch suck big time http://www.coh2.org/topic/40040/okw-off-maps
abillties witch are basicly the same as others but perform much much worse for the same price (keep the ammo reduction in mind) FTW vs Valiant assault, breakthrough vs counter attack (ostherr), flak empalcment vs bofors, ukf trench vs okw/ost trench etc
12 Nov 2015, 11:45 AM
#4
Posts: 721
i mean brits have 5 vet jammed into 3 vets and they vet the highest of any faction i just had a commando with vet3 in 1 minute with just 2 kills ridiculous....elite name should handed over to ukf i think okw should be named peasant
12 Nov 2015, 12:03 PM
#5
14
Posts: 10665 | Subs: 9
Thread title fixed
12 Nov 2015, 14:14 PM
#6
10
Posts: 871
i mean brits have 5 vet jammed into 3 vets and they vet the highest of any faction i just had a commando with vet3 in 1 minute with just 2 kills ridiculous....elite name should handed over to ukf i think okw should be named peasant
Replay or it didn't happen. Also commando vet isn't all that
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