Anyone tried the new mod, with the affect of the three schreck bulletins?
I really really like the volks, with threee different grenades
![:D :D](/images/Smileys/biggrin.gif)
Its not that you can throw them all together because of the cooldown, but its awesome
![:) :)](/images/Smileys/smile.gif)
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There's more munis and map control now though so you can get more/quicker, plus flak track in BHQ means you won't sacrifice healing and presence to have that thing(flak halftrack) screened by an army of these crazy dudes.
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I didnt play in the times of shrek blobs but whats so Bad about it? I think a rifle/is blob will rek a low AI (Duo shrek) volksblob
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ok so far the patch notes are great now and i dont know why their is so much cry from allied fanboys for ukf,they were units were batshit insane and they got nerfed no more chruchill and ober tommies only meta....it will encourage combined arms now...
First of all since
stuka clsoe air support : since it only targets now its damamge should be buffed from 60 to 90 or 80
THE MAIN ISSUE IS STILL NOT RESOLVED
The anti infy fighting capapbility of okw
Neither mg34 got buff
and obers and falls instead of getting buffs got nerfed in their vet.??
Also so now 5 vet is simply 3 vet spread out in 5 vet yet it costs much more to get vet 5...???
obers and falls ar elite reverse the vet change on them and only adjust vet of units that cost fuel and muni
obers get their post lmg nerf dps back
and add a 5th man to falls
ALso no Changes to shitty doctrine abilities Of okw
all that said 100 % income
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You only play OKW, don't you?
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Yes, you can buy G43s at 1CP.
As for the changes, having not played it yet but I would remove OKW's starting fuel or lower it to 10-20 to make the first truck take longer to arrive and make Volks cost slightly more to be around 250-260 given their damage boost. Shrek price should also return to 90.
As for 6 minute Luchs, is it really going to be that scary? I feel the Luchs hardly performs what it used to be when it got changed to rely on accuracy rather than scatter. Axis had to deal with fast Quads, T-70s, and Stuarts with the later two capable of demolishing their light armour. Captain Tech already hardcounter it/wards it off, Brits got mines, very early ATGs and maybe it'd be time to invest in the AEC(and possibly make it easier to obtain), Soviet T2, Mines and Cons AT Nades are also here and a fast T3 can ward off all the mech truck units unless it's a flanking Puma, but then it's not a Luchs anymore.
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brit 70 muntions on engi is insane.. gg anvil, comet time it is
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New version of the mod
http://steamcommunity.com/sharedfiles/filedetails/?id=557952243
OKW:
Starting fuel reduced from 40 to 0
Panzershrecks cost back to 90
Volks cost increase from 235 to 250
Posts: 179
New version of the mod
http://steamcommunity.com/sharedfiles/filedetails/?id=557952243
OKW:
Starting fuel reduced from 40 to 0
Panzershrecks cost back to 90
Volks cost increase from 235 to 250
Posts: 1930
Reducing their fuel to 0 is probably too far in the other direction. Every other faction can make some sort of teching decision within the first minute or two of the game: Brits can get t2 or upgraded squad sizes, Americans get grenades, weapon racks or an ambulance, Soviets can get t1/t2 or molotovs/AT grenades, Ostheer can choose to either get t1 or save up for a quicker battlephase 1. There's currently strategies that incorporate such decisions: brits often get early squad sizes vs ostruppen builds, americans can get early grenades sometimes, soviets can stay T0 for a bit with molotovs or tech up early for other stuff and t2 rushes with ostheer are pretty popular now that MG's are t0.
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Volks cost increase from 235 to 250
BTW, I foresee volks cost increase in the near future.
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Why would you make two versions of the mod?
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OKW doesn't have any fuel base unit(bren,ambulance), upgrades (nade, weapon rack, squad size), or buildings (wehr and sov tiers) to worry about. Everything they need for the first 5-6 minute is right there in the main hq with no fuel cost.
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