OKW is completely out of control
Posts: 253
I decided to play Brits because I cant get games as OST because of horrendous matchmaking numbers. After 2 days of games I'm giving up until matchmaking lets me play OST again.
OKW is completely out of control, its like USF sold its soul to the devil and came back as a daemic evil being whos only goal is inflict pain.
Some things that need to happen
-Flame grenades need to be locked behind research
-KT needs a CP requirement
-leigs need their laser guided rounds removed.
-Panzershreck needs a research requirement.
-deployed Trucks need reaserch to give benefits (fuck Panzer headquarters)
Early game
Starting with Strumpios and a kubel that can cap is way too strong
Either Strumpios need to get nerfed, Kubel need to get reverted, or OKW should start with a kubel or Volk squad.
At least USF has to wait to build a infantry squad before the choking begins, with OKW
"the battle is about to commence! at your fuel and cutoff! at 00.00.30!
OKW starting with Strumpios was fine before because Volks were trash, they are now not trash, and now the early game pressure JUST DOSENT STOP. Add Kubels that can cap now, and you don't even get too miss out on resources! enjoy being 100 percent up your opponent ass while your kubel caps the map for you.
My fix: OKW now starts with a Kubel, Kubel nerfed to shit so it cant fight even combat engineer squads, only cap, this mirrors USF with their rear echelons.
Midgame
Yeah Flame grenades and panzershrecks need research. Leigs need to be in range for counter barageing. Its not balanced that Motar pit gets outranged by Leig. Motar war should be a Motar war not a one sided inevitability. Brits have no counter to Leig and double leig is a bitch
KT needs a (12) CP requirement
That's it for now
Posts: 1108
A lot helps a lot
Posts: 1487
Brits and now OKW should be in custom games for a long period of time.
At least remove them from 1v1.
on clustered maps like semosky summer mass sturmpios opening is uncounterable. They blob through everithing you cannot even run away from this insanity.
How shrek blobs corresponds to the their "light vehicle play" promotion? I m have to to spend a lot on this light vehicle tier.
Every shrek hit give volks free vet as if it was a 25 muni close range grenade.
Posts: 270 | Subs: 1
literally no reason not to use it in every single fight as it forces the enemy to move instantly or take extra damage from how fast it is.
Posts: 836 | Subs: 5
OKW flame grenade needs bringing in line with Conscript molotov.
literally no reason not to use it in every single fight as it forces the enemy to move instantly or take extra damage from how fast it is.
It does the exact same damage while costing more than a molotov.
Apart from speed and the cost difference, they are already "in line"
Posts: 270 | Subs: 1
It does the exact same damage while costing more than a molotov.
Apart from speed and the cost difference, they are already "in line"
The speed makes all the difference as you can actually hit things with it unlike the molotov (barring setup support weapons)
Posts: 836 | Subs: 5
The speed makes all the difference as you can actually hit things with it unlike the molotov (barring setup support weapons)
Which is why the molotov is dirt cheap, then. The extra time it takes to throw makes up for the cost.
Posts: 1487
Posts: 175
It does the exact same damage while costing more than a molotov.
Apart from speed and the cost difference, they are already "in line"
Molotov also have shorter range iirc
Posts: 836 | Subs: 5
Molotov also have shorter range iirc
Not when you stack 3x range increase
Posts: 175
-leigs need their laser guided rounds removed.
I feel they are fine after the suppression was removed. Sure, they outrange and kill more models than a mortar, but lack utility instead.
Not when you stack 3x range increase
True . Anyway, there isn't any problems with incendiary grenades at all, the only issue is the death loop of team weapons if you happen to react slow on charging volks.
Posts: 2307 | Subs: 4
Posts: 344
If the soldier carrying a german mg dies in fire the mg teleport to another soldier and the squad keep runing, if the soldier carrying a Maxim die the whole squad stop and wait until another one will pick it up, this lead to Maxim crew wipes in fire.
I would rather have molotov cost more but be more usefull.
Also flame nade is free, molotov cost fuel to research.
Posts: 2070
Flame nade have +25% more range then molotov from vet 0 cons and it's dropped ~1s faster, it's dropped like normal nade but without countdown.
If the soldier carrying a german mg dies in fire the mg teleport to another soldier and the squad keep runing, if the soldier carrying a Maxim die the whole squad stop and wait until another one will pick it up, this lead to Maxim crew wipes in fire.
I would rather have molotov cost more but be more usefull.
i noticed the flame nade range increase as well
Posts: 919
Which is why the molotov is dirt cheap, then. The extra time it takes to throw makes up for the cost.
No, its dirt cheap because you have to sidetech for it, thus sacrifing units you could need at that moment or delaying your light vehicle tech. Its no secret, they pointed that out multiple times. Because of that both grenades should be inline.
LEIG: I feel they are fine after the suppression was removed. Sure, they outrange and kill more models than a mortar, but lack utility instead.
The only problem that I see: The completely destroy brit emplacement play if used as a pair (or more if there are more emplacements) in conjunction with the healing truck.
Posts: 1124
2. Panzershrecks are already locked behind a tech requirment
3. Flame nades are fine
4. Agree, kubel should get MG removed, shrecks should go to strumpios. Kubel maybe have a mine sweeper ability in replacement to MG being removed..
5. Leigs are fine bro
Posts: 1487
Leigs are blatantly OP still. Just swap them with soviet T2 crap-mortar. If they are fine. I would not complain
Posts: 3602 | Subs: 1
Which is why the molotov is dirt cheap, then. The extra time it takes to throw makes up for the cost.
Still trying to figure out if you are trolling or not. If not, can I have a laser gun insta wipe all squad/tank in a 55m range? Can be more expensive than a KT if you want.
Posts: 175
The only problem that I see: The completely destroy brit emplacement play if used as a pair (or more if there are more emplacements) in conjunction with the healing truck.
I'd say that's a problem with emplacements and not with the LEIG's if they are pretty much fine against everything else.
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