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OKW Suggestions

19 Nov 2015, 08:31 AM
#1
avatar of Maschinengewehr

Posts: 334

- Volk cost increased to 260 MP, 26 MP reinforce.

- Removal of the Volks schrek upgrade. Replaced with panzerfaust, unlocked after first tech building.

- Some sort of AI upgrade package for Volks. Possibly 1x StG 44 + 1x G43 for 50 muni?

- Dual schrek upgrade created for Spios, 120 muni. Spio cost increased to original 320 MP.

- Volks able to place mines? Just an idea to alleviate the workload of Spios with these changes.

- Spio vet reworked. This would accomodate the role reversal with Volks as an AT platform as the game goes on.

-Raketenwerfer only able to camo when receiving cover bonus (i.e whilst in cover). Seeing them become invisible in the middle of a road is just ludicrous.

- Maybe, just MAYBE, add the MG34 to Med HQ? OKW clearly needs some sort of non-doc suppression platform now that the Kubel no longer surpresses. Relying on the LeiG to do so is a cop-out and equals crappy "balance".

"Maybe. OKW needs something else to replace MGs in those doctrines. Having supression only available through commander choice is quite unfair, I'll grant that. Not sure what about what it could be though?

Remove the Spio concussion nade (no one uses it), replace it with the incendiary nade at vet 0 and give Volks ONLY the potato masher (w/faust ofc)

Im all for Panthers vet 2 bonuses being changed. It either needs to be 10% more armour OR 20% more HP. Having both is too much. Also make the hitbox 50/50 like all other tanks ffs."

19 Nov 2015, 08:33 AM
#2
avatar of mortiferum

Posts: 571

260 mp Volksgren?

I am sorry, but are you mad?
19 Nov 2015, 09:02 AM
#3
avatar of Maschinengewehr

Posts: 334

260 mp Volksgren?

I am sorry, but are you mad?


Only 10 MP more than they are now in the preview brosef. You tried them yet?
19 Nov 2015, 09:12 AM
#4
avatar of mycalliope

Posts: 721

hmmsturmpionners need to construct and repair units they will not be much of pionners....i think they need to add a separate dedicated at unit in med hq...also rather than having a mg34 make obers,falls and other so called elite troops good
19 Nov 2015, 09:21 AM
#5
avatar of AchtAchter

Posts: 1604 | Subs: 3


- Volk cost increased to 260 MP, 26 MP reinforce.
You would have to make them even better and let them win every engagement against cons, which would destroy okw/sov balance. With 250mp they are right now in a good spot.



- Removal of the Volks schrek upgrade. Replaced with panzerfaust, unlocked after first tech building.

- Some sort of AI upgrade package for Volks. Possibly 1x StG 44 + 1x G43 for 50 muni?

1 Stg44 + 1 G43 makes no sense at all, since those weapons have different weapon profiles. If volks get their schreck removed, they should get 3x Stg44


- Dual schrek upgrade created for Spios, 120 muni. Spio cost increased to original 320 MP.

1.300 mp is a good price. It indicates that they win against not upgraded mainline infantry at close range, while being worse than elite infantry at most ranges. Since 320 mp is the price of elite infantry (Paras 328, Guards 330), which Sturmpios are definitely not.
Also keep in mind volks cost now more, creating a situation where you struggle for MP the complete game because all your squads cost too much MP is not recommendable.

2. Dual Schrecks on Sturmpios have pros and cons. I personally have a problem that one squad concentrates so many roles: early-mid dps, repair squad, mine planting, mine clearing, wiring and now even AT duty. This could work if you decrease the popcap from 8->9 so your late game build is not hurt by getting several of those. What I like is that Volks Schreck blobs are gone for good.


- Volks able to place mines? Just an idea to alleviate the workload of Spios with these changes.

Mines on mainline infantry should stay a commander feature, imagine you have 5 volks and float munitions... the complete map will be mined, thats rather frustrating play. Good players already do this with 15 muni s mines of the fortification commander

- Spio vet reworked. This would accomodate the role reversal with Volks as an AT platform as the game goes on. Don't touch their vet, with your suggestions Sturmpios can be AT, but can be also fighting squads. If you want a dedicated AT platform than the best thing would be to make 4 men Tank hunter Squad in T2 or T3 that starts with AT rifles and can upgrade into Schrecks.

-Raketenwerfer only able to camo when receiving cover bonus (i.e whilst in cover). Seeing them become invisible in the middle of a road is just ludicrous.

No, raketenwerfers finally became viable through the changes, remember the reason why Volks Schrecks blobs were in every game? Because Raketen sucked so much. Is a fragile unit and needs its camo. Also camo in cover means they would have to clump up and that means they would be easily wiped by nades or other AOE

- Maybe, just MAYBE, add the MG34 to Med HQ? OKW clearly needs some sort of non-doc suppression platform now that the Kubel no longer surpresses. Relying on the LeiG to do so is a cop-out and equals crappy "balance".

"Maybe. OKW needs something else to replace MGs in those doctrines. Having supression only available through commander choice is quite unfair, I'll grant that. Not sure what about what it could be though?

Remove the Spio concussion nade (no one uses it), replace it with the incendiary nade at vet 0 and give Volks ONLY the potato masher (w/faust ofc)

I agree with MG34 being a stock unit, as it can only suppress and hardly does any damage. The doctrines should get a MG42 instead at 2CP or 3CP, so you have a similar synergy like maxim - dshk

Im all for Panthers vet 2 bonuses being changed. It either needs to be 10% more armour OR 20% more HP.
Having both is too much. Also make the hitbox 50/50 like all other tanks ffs."

Panther is fine imo, expensive unit that pretty much gets shut down by AT guns and tank destroyers. Just had a match this night where my opponent lost 3 Panthers against my Pershing + 2 AT guns

19 Nov 2015, 09:42 AM
#6
avatar of some one

Posts: 935

OKW has broken design from the begging.

Why they have cheap and spammable infantry? Are they soviets style or they elite?
Why you can give to cheap and spammable ifantry the Shrecks?
Ah I get it so they may do like hit and reatreat to the middle of the map then back and repeat.
Why you can give to cheap and spammable ifantry vision vet? Ah to avoid allies machineguns or provide vision for any type of AT or Call in arty and so on.
Why OKW has pretty strong infantry that may pop out out of any building in 1 second? Without cooking like paras? w8te paras have no even firepower without grade.
To make blobberino bigger you should put shwere panzer as you tech investment without drowback in one place and swarm of infantry may run somewhere other places. Cool idea!

Crawling 3-4 rakketn around the map also good coz no risk, you may always retreat them.

Almoust all OKW vehicals in the right spot. execpt broken cammo ability on JP4 and garrateed pression wipes against team weapon that make Stuka the fus


Why they cheap coz you can't bleed OKW without wiping squads. It is tottaly wrong.
19 Nov 2015, 09:53 AM
#7
avatar of mortiferum

Posts: 571

OKW is supposed to have crappy infantry in large numbers (Volks) backed by specialist infantry (Fallschrim, Obers, etc) and good vehicles.

However, their poor fuel and ammo situation decreases income. This simulates the state of Germany at the Battle of the Bulge. Their 5 star veterancy should in theory compensate for that, rewarding unit preservation and stuff.

AT LEAST that was the original design goal, lol.

Instead, we now have this quagmire of "I dont even know what is going on anymore".
20 Nov 2015, 08:01 AM
#8
avatar of Maschinengewehr

Posts: 334

Volks are pretty decent now in the preview. 260 MP is only a slight change from what we have now and would increase their reinforce to 26 MP, which is needed so that losses have some sort of impact on MP bleed.

3 StG44s would be wildy OP, especially with full muni income. 1 x StG44 and 1 x G43 for 50 muni would add some near/mid DPS. It wouldn't be a bad thing against Allied infantry.

320 MP Sturms isn't going to drain MP that bad, that's an over-exaggeration. Sturms ARE elite infantry and should cost as much.

Yeah I realise that schrek Sturms would probably increase their workload too much. That's why adding mines to Volks would alleviate it a bit? I agree, Volk schrek blobs need to go.

I'm not suggesting removing raketens camo lol. Only that it should camo whilst in cover. Its ludicrous that an AT gun can go invisible in the middle of a road. Nothing else about the unit needs to change.

The MG34 will most likely be added to Med HQ now, given that LeiG,18 suppression has been removed entirely, along with the Kubel'.

The Panther suggestion is subjective I guess. The 80/20 hitbox definitely needs to be changed at least.
20 Nov 2015, 09:12 AM
#9
avatar of AchtAchter

Posts: 1604 | Subs: 3

Volks are pretty decent now in the preview. 260 MP is only a slight change from what we have now and would increase their reinforce to 26 MP, which is needed so that losses have some sort of impact on MP bleed.


All the prices on the starting squads are rather symbolic and only indicate who should win against whom, the bigger the gap, the bigger the advantage, see Grens vs Rifles 240 vs 280.
If Volks cost 260 they would always have to win against cons, soviets would be screwed.


3 StG44s would be wildy OP, especially with full muni income. 1 x StG44 and 1 x G43 for 50 muni would add some near/mid DPS. It wouldn't be a bad thing against Allied infantry.

It's irrelevant what they get as you can always adjust weapon profiles. 3 could equal 1.5 Bars, the point I say 3 is because its more balanced when a squad drops it's damage when losing models. Thats why lmgs are the strongest weapons in the game, even with one unit you still do a lot of damage.


320 MP Sturms isn't going to drain MP that bad, that's an over-exaggeration. Sturms ARE elite infantry and should cost as much.

Tell us how elite they are when they lose against Rifles or Sections just because they dropped one model on approach. So much elite :foreveralone:


Yeah I realise that schrek Sturms would probably increase their workload too much. That's why adding mines to Volks would alleviate it a bit? I agree, Volk schrek blobs need to go.

Because mines should not be spammed, which they can if they are on mainline infantry.


I'm not suggesting removing raketens camo lol. Only that it should camo whilst in cover. Its ludicrous that an AT gun can go invisible in the middle of a road. Nothing else about the unit needs to change.


ZiS can do that too with a doctrine choice. Further pratically it would make OKW even more vulnerable to early vehicles, which was the whole point behind the change, to make them viable. Again units in cover clump up and can be easily wiped by nades or AOE -> more frustration.


The Panther suggestion is subjective I guess. The 80/20 hitbox definitely needs to be changed at least.


We have right now a Panther OP Thread and it seems that most community members think the panther is fine the way it is.

And finally, I checked you playercard, you haven't played a single OKW game in the last months, why don't you spend more time on actually playing the game and trying to understand the changes you suggest would bring gameplay wise, instead of suggesting it?
20 Nov 2015, 09:47 AM
#10
avatar of Maschinengewehr

Posts: 334



All the prices on the starting squads are rather symbolic and only indicate who should win against whom, the bigger the gap, the bigger the advantage, see Grens vs Rifles 240 vs 280.
If Volks cost 260 they would always have to win against cons, soviets would be screwed.


They pretty much already do with the 20% damage increase in the preview lol. Moot point.


It's irrelevant what they get as you can always adjust weapon profiles. 3 could equal 1.5 Bars, the point I say 3 is because its more balanced when a squad drops it's damage when losing models. Thats why lmgs are the strongest weapons in the game, even with one unit you still do a lot of damage.


Sure, if Volks were given a separate StG44 profile like that it would be fine. But if they weren't, I'm sorry, that would be crazy OP.


Tell us how elite they are when they lose against Rifles or Sections just because they dropped one model on approach. So much elite :foreveralone:


Not sure what you are implying here. Its the exact same with Pgrens. Unless you are implying that Sturms should get a 5th model, or some unneccessary additional received accuracy bonus on top of what they already get through vet?


Because mines should not be spammed, which they can if they are on mainline infantry.


Riflemen and Field Defenses. Make it the same. 'nuff said.


ZiS can do that too with a doctrine choice. Further pratically it would make OKW even more vulnerable to early vehicles, which was the whole point behind the change, to make them viable. Again units in cover clump up and can be easily wiped by nades or AOE -> more frustration.


Which costs muni no? You're over-exaggerating. It's in CAMO. Plus it can retreat, unlike other AT guns, if it's caught in a tricky spot. Why are you defending it? Bias much...


We have right now a Panther OP Thread and it seems that most community members think the panther is fine the way it is.


I disagree. That post is calling for an increase to 200 fuel. I'm not. My opinion on what needs to change has already been stated.

And finally, I checked you playercard, you haven't played a single OKW game in the last months, why don't you spend more time on actually playing the game and trying to understand the changes you suggest would bring gameplay wise, instead of suggesting it?


And? I've been testing out the preview against AI lately actually. These suggestions derive from testing with all factions except Brits (because they suck balls now lel). I wouldn't try and pull the elitist card on me mate.
20 Nov 2015, 10:21 AM
#11
avatar of Dullahan

Posts: 1384

OKW has broken design from the begging.

Why they have cheap and spammable infantry? Are they soviets style or they elite?
Why you can give to cheap and spammable ifantry the Shrecks?
Ah I get it so they may do like hit and reatreat to the middle of the map then back and repeat.
Why you can give to cheap and spammable ifantry vision vet? Ah to avoid allies machineguns or provide vision for any type of AT or Call in arty and so on.
Why OKW has pretty strong infantry that may pop out out of any building in 1 second? Without cooking like paras? w8te paras have no even firepower without grade.
To make blobberino bigger you should put shwere panzer as you tech investment without drowback in one place and swarm of infantry may run somewhere other places. Cool idea!

Crawling 3-4 rakketn around the map also good coz no risk, you may always retreat them.

Almoust all OKW vehicals in the right spot. execpt broken cammo ability on JP4 and garrateed pression wipes against team weapon that make Stuka the fus


Why they cheap coz you can't bleed OKW without wiping squads. It is tottaly wrong.


1. It's to represent that literally every available man was being used. As the war went on the standards for service went down.

2. Because you're not supposed to spam volksgrenadiers. They're a utility unit. You're meant to play with elite infantry and vehicles. This is why a lot of OKW players struggle so hard, they all build too many volksgrenadiers. Sturmpios and obers are your core backbone, with specialized vehicles to pick up the slack. This is also why OKW has so many infantry call ins on their doctrines.

3. To serve their role as a utility unit.

4. This is to represent the allies fighting on their "home turf" and the germans being able to set ambushes for them. Same reason Obers get booby traps.

5. The point of the truck system, and OKW's tech in general, was high risk high reward, with progressively higher risk/reward as the tech tree went on. Early on you'd get in field healing/reinforcement and repair, with the tradeoff of the more forward these trucks are the stronger your map presence is but losing them is huge blow both while they are deploying and afterwards. (Hence why OKW can't build trucks on demand.) The panzer command is the epitome of this, wherein their late game tech and best units are locked behind it and it is extremely powerful in a forward position, but losing it in combat is also a huge blow. Unlike regular base structures, you're stuck waiting for several minutes for the next halftrack to deploy, which can delay any sort of armour play for quite awhile.

Basically OKW was a faction with expensive, specialist units that snowballed in the late game as their units gained veterancy and thus became extremely powerful. The king tiger was the physical manifestation of the OKW snowball. They were the opposite of America, which are extremely infantry focused and are strongest in the early game and their basic infantry offer most of their utility through upgrades (grenades, smoke, anti vehicle snare, bars/bazookas.) the downside being that their vehicle play hit hard but couldn't take much hits.

As an aside, The pershing is actually really well balanced, considering this. The only problem I have with it is that it doesn't have a vehicle crew. The only reason they did that was so they could limit to one at a time and prevent Americans from calling in two. (Incidentally, the whole "one heavy tank" thing is lazy and shitty.)

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