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russian armor

OKW STILL OP

28 Jan 2016, 08:14 AM
#1
avatar of A big guy 4u

Posts: 168

What they lost last patch:
-Panzerschreck got balanced at last
-Kubel no longer supresses
-Panther got a bit more expensive
-Sturmpio no longer 4 man shock troops
-Free base halftracks
-Fuel and munitions conversion

What they still have:
-5 veterancy levels
-Salvaging

What they gained:
-Kubel can cap and has better survivability
-An equal economy
-15 MINUTE KING TIGER

OKW actually WON in the last patch. I cannot stress how an equal economy is such a big gain for them. Before they had to get a Wehr ally to build caches for them to get an equal economy, now their economy could PARALLEL the allies.

''So what, their units are still expensive''

Which no longer counts, since they have an equal economy. Panthers have excellent survivabillity, so late game an OKW player could easily have 4 panthers, all veterans, with a hoard of resources to replace them.

This has driven their power to insane levels in late-game. I must remind you to watch the OKW video tutorial. The reason they have 5 vet levels was to compensate for their economy, but now they have the best of both worlds.



28 Jan 2016, 08:21 AM
#2
avatar of A big guy 4u

Posts: 168

Some other issues:
-OKW salvage, although barely grants any resources, can be used as a weapons-denial means
-OKW's second halftrack can immediately make panzers, while soviets Have to go all the way up the tech tree for weak tanks, this is OP since OKW has excellent AT options
-Somehow Obers can suppress at vet 4, no infantry should be able to suppress.
28 Jan 2016, 08:24 AM
#5
avatar of Katitof

Posts: 17914 | Subs: 8

Newb pls.

Outside of shrecks on volks there isn't much of an issue with OKW.
28 Jan 2016, 08:25 AM
#7
avatar of Pancake Areolas

Posts: 230

Permanently Banned
Wanna know why okw got buffed? Because they were shit.

After fuel increase on vehicles they became balanced.

Volk panzershreck is still fuckin stupid. But dealing with okw is not hard.
28 Jan 2016, 08:25 AM
#8
avatar of Kozokus

Posts: 301

Hello.

You are cherrypicking advantages without taking in account OKW weaknesses. it is like saying Brits are OP because they have bofor.
Trollpost.
Thread is over.

Kozo
28 Jan 2016, 08:26 AM
#9
avatar of pugzii

Posts: 513

OKW is fine, if not underpowered at the moment. With CalliOPes and bullshit AEC/cover arty they really struggle.

Once these are nerfed to shit then OKW will probably be fine.
28 Jan 2016, 08:42 AM
#10
avatar of dreamerdude
Benefactor 392

Posts: 374

I got an idea, how about we get rid of OKW, USF, and UKF
28 Jan 2016, 08:58 AM
#11
avatar of Night

Posts: 77

Banned
OKW is a fairly easy faction where cheesy-strats like blobbing is encouraged as they work. The larger the gametype (1v1, 2v2 and up), the more the cheese works. Their FRP, free meds, free reparistation, free AA, cheap units and cheese units like Obers are ultra bad game design.

My opinion, if you don't agree it's fine.
28 Jan 2016, 11:43 AM
#12
avatar of pugzii

Posts: 513

jump backJump back to quoted post28 Jan 2016, 08:58 AMNight
OKW is a fairly easy faction where cheesy-strats like blobbing is encouraged as they work. The larger the gametype (1v1, 2v2 and up), the more the cheese works. Their FRP, free meds, free reparistation, free AA, cheap units and cheese units like Obers are ultra bad game design.

My opinion, if you don't agree it's fine.


So just like USF
28 Jan 2016, 11:46 AM
#13
avatar of Obersoldat

Posts: 393

OKW is easy to play, but also easy to counter if you know what to do.

Also please upload a replay of 15 min KT with equal economy.
28 Jan 2016, 11:54 AM
#14
avatar of DonnieChan

Posts: 2272 | Subs: 1

This forum post empirically proves that OKW is still OP

FINALLY someone found the proof

The history of science has to be rewritten and OP deserves the nobel price

Also:
28 Jan 2016, 12:15 PM
#16
avatar of Grim

Posts: 1096

jump backJump back to quoted post28 Jan 2016, 08:24 AMKatitof
Newb pls.

Outside of shrecks on volks there isn't much of an issue with OKW.


this +1
28 Jan 2016, 12:33 PM
#17
avatar of F1sh

Posts: 521

The things I'd change for OKW:

- Reduce Kubel rear armor to 3, it shouldn't have the same armor all around
- Put a 2 second timer on incendiary nades

Luchs is really annoying at how early it comes out, and how it can survive 2 AT gun shots. But that's probably L2P on my part
28 Jan 2016, 12:39 PM
#18
avatar of Obersoldat

Posts: 393

jump backJump back to quoted post28 Jan 2016, 12:33 PMF1sh
The things I'd change for OKW:

- Reduce Kubel rear armor to 3, it shouldn't have the same armor all around
- Put a 2 second timer on incendiary nades

Luchs is really annoying at how early it comes out, and how it can survive 2 AT gun shots. But that's probably L2P on my part


- Do molotovs have a timer?
- AEC/Stuart also survive 2 AT shots

The main problem with OKW is a mainline generalist unit shrecked volks.
28 Jan 2016, 12:42 PM
#19
avatar of SupremeStefan

Posts: 1220

it would be nice if obersoldaten get shreks 2 for 120 muni
28 Jan 2016, 12:47 PM
#20
avatar of Kubelecer

Posts: 403



- Do molotovs have a timer?


Are molotovs thrown instantly?

Flame nades should have a delay, they allow you to win almost all engagements just because of the 20 initial detonation damage which you can't really dodge.
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