For okw. stuka to t3. All trucks significant cost increase like x1.5
For oh. 222 cost increase bf1 cost encrease, starting mp -60, sniper nerf.
And for soviets nerf everything cuz they're OP
Posts: 1072
For okw. stuka to t3. All trucks significant cost increase like x1.5
For oh. 222 cost increase bf1 cost encrease, starting mp -60, sniper nerf.
Posts: 1930
Ostheer by comparison, must invest significant amounts of manpower in either PaKs or Panzergrenadiers to get early and mid-game AT. And, unlike Volksgrenadiers, Panzergrenadiers with Shrecks are pretty terrible against infantry.
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people use 222 for at duty now.
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Which they are intended for in the first place.
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the volks doesn't need the schreck as long as they get the faust.
The volks are inherently more durable against vehicle due to their extra squad size, and the okw get access to better vehicle than the 222. I would actually say the volks are superior to the grenadier in the beginning before upgrades and vet kicks in.
if gren+222+pak can handle the stuart, than the volks +luch + raketen can certainly do the same.
As for lack of weapon upgrade, the volks have 5 levels of veterancy. Just give them extra strong veterancy in place of weapon upgrade, or give them weapon upgrade from vet. Instead of buying their weapon upgrade, the volks has to earn them in combat.
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That would drop down volks to the bottom of the food chain. As soon as allied infantries start to get their weapons, volks could not keep up with them.
Imagine the veterancy buff that is required to keep up with double LMGs. Not to mention you just decreased the number of munition sinks for OKW.
Also there are 3 allied faction. Each represent kinda different options and gamestyles. While on axis side there are only two factions, and this change would just make them more similar.
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Katitof they have 5 dedicated AI but not infinite mp. and sp's scale well above the regular engineer unit cannot compete with vetted and upgraded rifles and tommies either.
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Go for firestorm doctrine, BAM!
You have muni sink and infinite MP.
Its perfectly possible to build and sustain 3 volks 4 pfussies and upgrade them all, you have no MP problems unless you throw yourself at gunpoint, you have map presence and control, you can get armor supporting you for either more AI or AT.
Sure, OKW doesn't get MP for free, but they hardly lack it if you don't overextend and don't lose models for little return.
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3 Volks and 4 Panzerfusilliers is the perfect plan to bleed MP and to be crushed by the first Medium tank
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You don't need to blob all of that on 2 square meter space you know.
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The crush by the first med would imply that
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They are not. i would say that the okw and the usf are now at the same level in their ability to clear buildings.
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It's a tricky one. If you completely remove the schrek and replace with faust then OKW have no infantry hard AT. That's a disaster.
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No. You could clear buildings easily with sturms alone before this whole lack of building clearing is/was bullshit. Also now with new kubel it + sturms easily clear buildings. Now add incendiary nade and you can't use buildings at all to fight okw they just win every time and building fighting has been huge part of met/most maps. Just like how okw whiners managed to get relic to give them a super P4, again bullshit.
Also a commander was added like USF where you can get flamers and in city maps strums with flamers are pretty insane. enough that it can make this doctrine worth it.
Most the time the incendiary nade is not even used for building clearing its used to plan a retreat path wipe or insta gib models or just to make you have to move out of cover which equals auto wins on engagements most of the time and because they can easily afford to throw them out like fuckin Halloween candy.
There was a reason this faction was missing those things because all factions are missing something other than okw now thanks to the over whelming I heart OPkw community.
USF have to tech to nades it expensive to tech them expensive to throw them, every nade thrown the slower you get weapon upgrades. One usf nade does not clear the mg out of the building takes two.
Cannot fight in building against okw now, but you know its fine that they can.
Volks are cancer right now all you have to do is simply keep them alive thats it and they will eventually vet steam roll because they just don't take dmg from anything and because of that always out push you on vps.
edit* forgot to mention that incendiary nades also make you get out of garrsion and also DENY you to be able to garrison the building again. Unlike usf nades you easily just jump out, jump back in unless its an mg of course.
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Dude WTF is wrong with you? Dont take damage from anything ? They get only 20% less received accuracy from vet. THAT is the weakest vet in the game right now. its quite clear you are talking out of you ass.
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