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OKW Manpower reduction?

25 Dec 2015, 22:40 PM
#1
avatar of theblitz6794

Posts: 395

I never understood the idea behind nerfing OKW ammo and fuel but leaving manpower normal. This was kind of the opposite of OKW's historical problems post DDAY. Sure the economy was struggling with material shortages but economy wasn't the problem. Manpower was. There were plenty of tanks but not enough good tankers. Arracourt is a good example of this where 75mm shermans and hellcats rekt panthers in CQB tank combat. In the infantry units, squads were reduced in size and given higher compliments of automatic weapons to make up for the firepower shortages. It wasn't until after the Battle of the Bulge that OKW started running into severe shortages of weapons, in part due to the mass quantities lost in the battle.

So, why the hell is manpower the smallest OKW problem and why isn't it the nerfed resource, if any?
25 Dec 2015, 23:09 PM
#2
avatar of some one

Posts: 935

There are few problems in design.
1) Cheap to maintain infantry.
2) Simcity (battle and swerer) in team games.
3) Pop out elite infantry.
4) Guaranted wipes of team weapons with Stuka.

ALL OKW vehicles fine. excluding Kubel armor.
25 Dec 2015, 23:24 PM
#3
avatar of theblitz6794

Posts: 395

MP nerf, not fuel or ammo, seems like a good idea then eh?
25 Dec 2015, 23:26 PM
#4
avatar of nodickwilliams

Posts: 230

Permanently Banned
Okw got 300 extra manpower added to their teching. Volks cost 25 manpower to reinforce. The okw manpower float is nowhere near the level of back when volks grenadiers were as durable as vet 3 riflemen.

Okw manpower got nerfed.
25 Dec 2015, 23:29 PM
#5
avatar of BlackKorp

Posts: 974 | Subs: 2

as far as i know from german verterans, they had so less fuel in the adennes assault that they tried to approach on enemy fuel bases. Often they had so less fuel that really nothing was possiable to attack.
25 Dec 2015, 23:32 PM
#6
avatar of some one

Posts: 935

Okw got 300 extra manpower added to their teching.


It's doesn't matter coz they float around 400-600 normally.

Reason, as said already it is cheap to maintain those hords of infantry.
25 Dec 2015, 23:35 PM
#7
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

Let's not modify their MP income. It's probably better to give the trucks some cost for their medics, pioneers, and flak cannons to give them a sink to spend some MP and fuel into.

Modifying MP would also be especially punishing early game where the lower reinforcement of Volks would mean nothing when you can't get enough MP to reinforce.
25 Dec 2015, 23:44 PM
#8
avatar of nodickwilliams

Posts: 230

Permanently Banned


It's doesn't matter coz they float around 400-600 normally.

Reason, as said already it is cheap to maintain those hords of infantry.

Yeah in 4v4 they be floating that 600 mp.

Which is horseshit because I am always using manpower and never floating. Because theres always shit you need to buy.
25 Dec 2015, 23:55 PM
#9
avatar of Aerohank

Posts: 2693 | Subs: 1

Okw got 300 extra manpower added to their teching. Volks cost 25 manpower to reinforce. The okw manpower float is nowhere near the level of back when volks grenadiers were as durable as vet 3 riflemen.

Okw manpower got nerfed.


They also have 80 extra manpower added to their starting resources, making the 300mp increase actually 220mp increase. Even then, overall OKW teching is still extremely cheap. OKW get all tech units, a non doctrinal Heavy tank unlock, Medics unlock, grenades unlock, panzerschreks unlock, repair station and cut-off defense point all for 820mp. The fuel cost is not high either.

In comparison, soviet complete tech is a whopping 1300mp and they don't even get things like the heavy tank and the AA/cut-off defense point.

You can even upgrade the FHQ upgrade for OKW and you would still be well under the price of soviet tech.
I don't know why OKW stuff is so cheap when they have 100% income.
26 Dec 2015, 00:01 AM
#10
avatar of nodickwilliams

Posts: 230

Permanently Banned


They also have 80 extra manpower added to their starting resources, making the 300mp increase actually 220mp increase. Even then, overall OKW teching is still extremely cheap. OKW get all tech units, a non doctrinal Heavy tank unlock, Medics unlock, grenades unlock, panzerschreks unlock, repair station and cut-off defense point all for 820mp. The fuel cost is not high either.

In comparison, soviet complete tech is a whopping 1300mp and they don't even get things like the heavy tank and the AA/cut-off defense point.

You can even upgrade the FHQ upgrade for OKW and you would still be well under the price of soviet tech.
I don't know why OKW stuff is so cheap when they have 100% income.

Lol like a non doc king tiger is so good. King tiger is a trashy 4v4 unit. I bet if King tiger was a 13cp doc unit with no full teching requirements the endless "nazi op" threads would be upon us. But even though its 310 fuel with full tech with same armor as the quicker is2, you still attemot to use it as an argument. How many kings do you see in 1v1? How many is2s do you see in a 1v1? lol its hardly better. Scrublords are happy, but anybody with any idea how to play they know king tiger isn't worth buying if you're playing seriously.

Panzershrecks are dumb, but volks can't beat anything more than a rear ech squad anyway. The molotov grenade can't compare to regular nades + smoke nades. Vet 5 volks still weaker than all other faction mainline infantry at vet 3. And they cost 10 more or 30 mp less. Simply a drone unit to hold a panzershreck and to take some bullets, for 25 mp per model. No other use.

No dual equipping, the same argument could be made against why USF gets free squads for 200 mp hands free teching? Make okw pay for the things their trucks get? Add a price tag to USF free upgraded infantry. And give ostheer, soviet, and okw dual equipping and forward retreat points for free, give ostheer blob controlling demo charge.

You want fair symmetric homogenization of factions? Then apply it to allies too. Not just the evil op nazi's. Everythings better when allies "should" get everything axis has, and then some. RIGHT BOIS!?!?!?!!
26 Dec 2015, 00:10 AM
#11
avatar of Aerohank

Posts: 2693 | Subs: 1

Damn son you just went full retard.
26 Dec 2015, 00:19 AM
#12
avatar of nodickwilliams

Posts: 230

Permanently Banned
Damn son you just went full retard.

"My obvious attempt to try and blanket nerf axis was called out, so ima call him a retard to make it seem like I hold the higher opinion" "I don't accept my own arguments against my preferred faction that follows the same set of rules as the opposing one. I am a hypocrite."

"axis are evil op nazis that shuld b nerfd cuz dae evil and lost ww2"
26 Dec 2015, 00:30 AM
#13
avatar of Cafo

Posts: 245

Historically they did have "economic problems" late into the war, where this game is based upon. OKW is not OP.
26 Dec 2015, 00:32 AM
#14
avatar of SWAIDAN3

Posts: 47


Lol like a non doc king tiger is so good. King tiger is a trashy 4v4 unit. I bet if King tiger was a 13cp doc unit with no full teching requirements the endless "nazi op" threads would be upon us. But even though its 310 fuel with full tech with same armor as the quicker is2, you still attemot to use it as an argument. How many kings do you see in 1v1? How many is2s do you see in a 1v1? lol its hardly better. Scrublords are happy, but anybody with any idea how to play they know king tiger isn't worth buying if you're playing seriously.

Panzershrecks are dumb, but volks can't beat anything more than a rear ech squad anyway. The molotov grenade can't compare to regular nades + smoke nades. Vet 5 volks still weaker than all other faction mainline infantry at vet 3. And they cost 10 more or 30 mp less. Simply a drone unit to hold a panzershreck and to take some bullets, for 25 mp per model. No other use.

No dual equipping, the same argument could be made against why USF gets free squads for 200 mp hands free teching? Make okw pay for the things their trucks get? Add a price tag to USF free upgraded infantry. And give ostheer, soviet, and okw dual equipping and forward retreat points for free, give ostheer blob controlling demo charge.

You want fair symmetric homogenization of factions? Then apply it to allies too. Not just the evil op nazi's. Everythings better when allies "should" get everything axis has, and then some. RIGHT BOIS!?!?!?!!

You are axis fan obviously , volks are the core problem of the cuurent play style of okw : easly spammable, OP shreaks, op grande (if you dont know the advantage to the molotove grande over all other grandes then u r a noob)
26 Dec 2015, 01:15 AM
#15
avatar of Mr. Someguy

Posts: 4928

Let's not modify their MP income. It's probably better to give the trucks some cost for their medics, pioneers, and flak cannons to give them a sink to spend some MP and fuel into.

Modifying MP would also be especially punishing early game where the lower reinforcement of Volks would mean nothing when you can't get enough MP to reinforce.


Historically their manpower shortages were made up for with their high number of automatic weapons. In-game this might not work as well though because such weapons are already expensive and impractical. The closest thing we have to Volksgrenadiers would be Assault Grenadiers > Panzergrenadiers, but this just does not work in-game as we can see even in OKW's own Sturmpioneers.
26 Dec 2015, 04:38 AM
#16
avatar of Mittens
Donator 11

Posts: 1276

Wouldn't go back to the resource starved idea as it makes for difficult balance suggestions as well as being hard to calculate the incomes and timing of units.

To achieve what you are asking for would be a better to just simply change the MP price of the units themselves to make up for their performance.


On a side note, OKW is rather good in large team games and as such should be looked at differently when talking about 1v1's rather than team games.
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