When OKW revamp come:
![](https://www.coh2.org/file/14524/okwhammer.jpg)
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Taking idea Hammer-Anvil British and the Okw icons when it was released something could be done to avoid OKW from being linear and getting free upgrades when choosing a branch. The units/skills can be others, no specifically these.
When OKW revamp come:
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Posts: 378
Taking idea Hammer-Anvil British and the Okw icons when it was released something could be done to avoid OKW from being linear and getting free upgrades when choosing a branch. The units/skills can be others, no specifically these.
When OKW revamp come:
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So basicly give the players a choice to cut off okw's left hand or their right hand with no benefit (They get bonus Fuel/Muni? I guess that means they are on par with other factions caches?) and call it a rework?
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Here's two questions for the balance team that have been bugging me for a while:
What are the benefits and drawbacks of the '25% penalty to call-ins without tech' relative to just locking call-ins behind tech? I'm just curious why we're going down this route.
I would have thought it would be much easier to balance call-ins if it's just tied to tech, as all you have to do then is balance them relative to the units in their respective tiers. We see this with the decision you make when picking between a T34/76 or a T-34/85, as there is definitely benefits to both.
The second question is: Have the balance team ever considered removing the KT from standard OKW tech?
I feel that the KT limits strategic diversity. Its such a no-brainer, if you have the resources you would always go KT, there's few situations where it doesn't do well. This might be partially due to the fact that its very strong, but its also because its good against all targets. I think if you were to remove it you'd see more diverse end games from OKW as people would have to use a combination of units to fill the gap currently occupied by the 'beats everything' KT. And its not like OKW need the KT either. Their late game would still be stronger than OST without it.
I've no idea where you'd put it though. Elite armour would be the obvious one, but what to do with the Sturmtiger. It probably work really well in Overwatch, as the flares would give it loads of sight. That's just my opinion.
Posts: 5279
Taking idea Hammer-Anvil British and the Okw icons when it was released something could be done to avoid OKW from being linear and getting free upgrades when choosing a branch. The units/skills can be others, no specifically these.
When OKW revamp come:
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So if you have decided to kill partisans as a useful unit, why won't you fix it's veterancy, so that they at least throw Molotovs faster at the second vet?
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Have we though? Our main focus is to make them more geared to support/utility/harrasment rather than their main fucntion being a one trick pony that pops out of buildings that either decides games or falls off greatly because their squishness gets them killed later on.
1. We want call-ins to still be an option that can be deployed which can act as a possible comeback mechanic or you want to pay a little extra at this time to strengthen a component of your force. The system still needs adjustment, but I think it's preferable over cutting the mechanic out completely.
2. Wait until we get to OKW Revamp. The KT will likely not be as strong once something is done about OKW's snowball effect.
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because volks and kubels are so cost efficient early game, unlike every other faction.
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It'd be nice if okw actually had to use their mp efficiently too. Right now it fels like you can sort of just spend it however you want because volks and kubels are so cost efficient early game, unlike every other faction.
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Riflemen and penals lol?
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So if you have decided to kill partisans as a useful unit, why won't you fix it's veterancy, so that they at least throw Molotovs faster at the second vet?
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Cost efficient, not powerful on the battlefield. When is the last time you honestly felt like you were starved of manpower as okw except right after you built something?
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in every game i Face Equal opponents, no matter the faction. You cant flood manpower in these games
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OKW needs to be nerfed with it's no-brainer call-ins (KT,ST,JT,Flame-Hetzer). The JT needs a huge nerf because
it is way too effective at destroying Tanks as a dedicated TD and has way too much Range for a turretless TD with
such a quick Rotation rate so It cannot be flanked.
Also it's vet1 Ability is way too strong, since every shot in 4 lands actually
where you targeted it, making it a generalist unit. So many Wehraboos here
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