(may preview) okw medic truck and anti-tank
Posts: 1930
while people have been floating the suggestion of adding a "panzerjager", I would say the better idea is to buff an currently underused flak halftrack.
Its penetration and setup time should be buffed to make it a viable defense unit for the OKW.
This would give the okw more breathing room as it tech to either a puma or the jpz4.
Posts: 60
I agree that it should receive a small buff to make it more viable, but i think your logic is flawed.
Posts: 4630 | Subs: 2
Opoosite to USF, OKW can field AT gun when when going to AI tier.
Posts: 571
Well, it's not like Lieutenant lacks of AT since the WFA yet we all live with this.
Opoosite to USF, OKW can field AT gun when when going to AI tier.
Yes and no at the same time.
OKW compensated with Shrecks, USF have zooks.
Raketen is a joke at countering lights while 57mm sucks against Heavys (Rationale: Raketen get wiped by everything, 57mm does not pen heavies)
Posts: 1487
Game needed more skill play not more garbage play.
Posts: 571
Okw is the most no-skill faction. This will make them even more obnoxious. They will camp behind that shit with mortars and fast stukas.
Game needed more skill play not more garbage play.
You meant Terminal Cancer regiment? Sim city must take a great deal of skill
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Posts: 323
Posts: 556
Posts: 658
Allow the flak track to shoot while moving with a limited cone of fire
+1
Posts: 2115 | Subs: 1
Okw is the most no-skill faction. This will make them even more obnoxious. They will camp behind that shit with mortars and fast stukas.
Game needed more skill play not more garbage play.
you need to stop being garbage by stopping to ignore the axis part of this game
Posts: 236
Posts: 1487
Flak halftrack is indeed in need of some love for sure.
-1
only thing it needs is teching cost encrease. OKw tree must cost +500MP/100F not +200/30 as in patch. It will still be cheapear than oponents spendings on tech.
Posts: 207
you need to stop being garbage by stopping to ignore the axis part of this game
+1 aaa never ceases to try to nerf everything axis while pretending its balance
Posts: 207
Posts: 2742
I for one have never liked how the flak truck operated. I've always wanted the firing mode to be an immobilizing toggle with the same kind of setup/teardown time and no cooldown.
Posts: 928
Okw is the most no-skill faction. This will make them even more obnoxious. They will camp behind that shit with mortars and fast stukas.
Game needed more skill play not more garbage play.
-1
only thing it needs is teching cost encrease. OKw tree must cost +500MP/100F not +200/30 as in patch. It will still be cheapear than oponents spendings on tech.
aaa being aaa as always. Please refer to this thread for more dank aaa posts.
I must be German biased and bad player
Posts: 141
Allow the flak track to shoot while moving with a limited cone of fire (like 180 degrees facing front) and when fully deployed and stationnary give it better suprresionAgreed
Posts: 16
Posts: 70
ISG with SMOKE is something I would love to have on live.
Miragefla's flak-track stats make it MUCH more desirable over the current one.
"251 Flak HT
AOE boost to make it more effective against grouped infantry and reduced its non-vet set-up time to better allow it to deploy and redeploy to areas it is required to be. Smoke given a munition price due to OKW now having full income.
-AOE increased to 1.3 from 1
-Initial set-up time reduced from 4 seconds to 3
-Smokescreen costs 20 munitions from 0.
-Damage versus garrison cover from 0.25 to 0.375.
-Non-vet and vetted weapon have 100% increase in damage against aircraft and 50% increased penetration."
Posts: 1930
Well, it's not like Lieutenant lacks of AT since the WFA yet we all live with this.
Opoosite to USF, OKW can field AT gun when when going to AI tier.
90% of USF go Captain instead of LT. The lack of any AT really hurts the LT building.
Medical truck is in a similar situation without the schreck, except okw need the building for healing.
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