Some MP costs are absurd, like the one for the AVRE - 700 mp is definitely too much for 140 fuel unit.
And 140 fuel for this unit is ok, while a P4 costs 150 now?
They could use a mp cost decrease, but how about some fuel price increase?
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Some MP costs are absurd, like the one for the AVRE - 700 mp is definitely too much for 140 fuel unit.
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And 140 fuel for this unit is ok, while a P4 costs 150 now?
They could use a mp cost decrease, but how about some fuel price increase?
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What I want to emphasize, the game has gotten better since the road map was showed and it will get better.
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Posts: 468
Great Anti-Vehice: A single Volksschreck squad can be pushed around in order to avoid him shooting the panzerschreck. No at snare means there is nothing to stop your from pushing/crushing. 1 to 1, the schreck is better than the zook, because better penetration & damage. Yet riflemen with a single zook have a better chance soloing early game vehicles because they can snare them and keep shooting their zook. Massed zooks are also dealing decently against tanks, especially when you snare and go for the rear armour.
Great Anti-Infantry: If volks anti infantry capabilities are great, then Riflemen must be super galactic in comparison. No AI upgrade, not even doctrinal. The Kar buffed only changed the fact that allied mainline infantry won't just walk over them with minimal mp bleed.
Can clear buildings: This was added because OKW was not able to clear buildings in the past. No stock flame unit ISG garrison modifiers was only buffed on 3rd December. Molotovs do the same and yet I don't see you praising cons.
Are sturdy and relatively cheap: So they have the worst rec. acc. modiifers on max vet, yet they are sturdy in your opinion. Volks in late game bleed you harder than vetted Obers, Jägers or Sturms; simply because even when vetted they drop often models, while the elite infantry, thanks to rec. acc modifiers has less model drops and hence less reinforcement costs (if you retreat in time).
Now reinforcement costs: Volks 25 mp vs Riflemen/Sections 28 mp vs Grens 30mp vs Cons 20 mp vs Osttruppen 17 mp. I'd call Ostruppen and Cons cheap, not Volks.
Also, no games played as OKW rather make you seem unreasonable and less credible. The grass is always greener on the other side, so I recommend you jump over the fence and try to roll over every opponent with OKW.
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Great Anti-Vehice: A single Volksschreck squad can be pushed around in order to avoid him shooting the panzerschreck. No at snare means there is nothing to stop your from pushing/crushing. 1 to 1, the schreck is better than the zook, because better penetration & damage. Yet riflemen with a single zook have a better chance soloing early game vehicles because they can snare them and keep shooting their zook. Massed zooks are also dealing decently against tanks, especially when you snare and go for the rear armour.
Great Anti-Infantry: If volks anti infantry capabilities are great, then Riflemen must be super galactic in comparison. No AI upgrade, not even doctrinal. The Kar buffed only changed the fact that allied mainline infantry won't just walk over them with minimal mp bleed.
Can clear buildings: This was added because OKW was not able to clear buildings in the past. No stock flame unit ISG garrison modifiers was only buffed on 3rd December. Molotovs do the same and yet I don't see you praising cons.
Are sturdy and relatively cheap: So they have the worst rec. acc. modiifers on max vet, yet they are sturdy in your opinion. Volks in late game bleed you harder than vetted Obers, Jägers or Sturms; simply because even when vetted they drop often models, while the elite infantry, thanks to rec. acc modifiers has less model drops and hence less reinforcement costs (if you retreat in time).
Now reinforcement costs: Volks 25 mp vs Riflemen/Sections 28 mp vs Grens 30mp vs Cons 20 mp vs Osttruppen 17 mp. I'd call Ostruppen and Cons cheap, not Volks.
Also, no games played as OKW rather make you seem unreasonable and less credible. The grass is always greener on the other side, so I recommend you jump over the fence and try to roll over every opponent with OKW.
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They are sturdy and relatively cheap. Reason? they fulfill multiple roles and used to have only 5 pop. OKW fanbois said l2p but they got nerfed because with their floating MP and 5 man squad, they aren't easily wiped. Allies have to invest in indirect fire and AT weapons separately generally except zooka. OKW can fulfill AT, decent AI, and clear buildings. You compare to cons, they have to spend 25 fuel side upgrade for the molotov. Riflemen have to spend 25 fuel as well for their grenade. more side upgrades for any AT. zooks have to be retreated and picked up back at base. volks can upgrade and remain on the front line and only needs to retreat back to forward base (if they choose that route). They are just very very efficient.
My OKW streak I think is 15 wins/0 losses. It just gets boring to get volks every game and then go to heavies.
snip
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Posts: 111
You games are displayed in the arranged team section.
A lot of stuff I read here is just a symptom of 3vs3+ games which again are not the perfect measurement of balance issues, since certain core mechanics of the game are ignored and the maps are designed in a way that blobbing is encouraged due Bottlenecks and brute force tactics (easy blobbing) work more effective than combined arms.
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I'm sorry English is not your first language. If you cannot understand, please use translate.google.com
Pre-patch volks were 5 pop. It was raised to 7 after the hotfix patch because volks were OP.
Again, if you want to dismiss anything, please use facts. Otherwise, you're just trolling. Ignoring team games is ignoring a majority of players that play the game. If that fanbase decides to stop playing, developers will stop putting effort in the game because few people play it. If OKW wasn't strong, then why did statistics all jump up significantly since OKW revamp?
If you're going to say something, provide evidence. I just stated the facts and you're disagreeing with opinion.
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It was raised because those popcap changes were a bugged bugfix and massively buffing OKW. Ignoring the fact that 3vs3+ ignore core game mechanics just shows ignorance to the bigger picture. The 3vs3+ crowd is more screwed by fundamental understanding of the game than by balance itself. I don't want to derail this thread. And moreover you suggest things I suggested back then in WFA, even implying I want those schreck blobs, which I severally stated is definitely not the case, YET it's not an issue to deal with those blobs. Giving the fact you have enough tools to do so. When schreck blobs are a problem, then zook blobs are also a problem. But they are not, because you can counter them with tools given by the game, which I already mentioned before.
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Yes axis fanboi. obviously you don't care about 3v3+ is because a majority of your games are 1s and 2s. also most of your games are OKW. I care because I like playing large battles but again you like ignoring the majority of the players so okay. Give me a panzerwerfer and i'll love dealing with blobs. from USF standpoint, they do not have squadwiping non-doctrinal artillery. why do you think axis is going crazy over calliope? i'd trade a calliope, katyusha for stuka or panzerwerfer anyday. i'm going to stop replying because it's pointless.
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You do realize they buffed Volk AI right? They will focus fire each of your units down in a matter of seconds if you try to use infantry against them. Volks actually have amazing long range firepower.
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Oh ffs you speak of them as they where the new obers. also they didnt receive a 20 % damage increase but 12.5 % damage increase.
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Oh ffs you speak of them as they where the new obers. also they didnt receive a 20 % damage increase but 12.5 % damage increase.
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