When OKW revamp come:
Eastern Front Armies Revamp
Posts: 985 | Subs: 2
When OKW revamp come:
Posts: 911
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:
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?
Posts: 985 | Subs: 2
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:
I actually like your idea. Only if ammo boost function better.
- Keep vet4,5 as it is now. But give each okw truck ability to call air recon (but cost ammunition).
- Free 2nd streck (but weaker compare to 1st one, similar to coh1 tank hunter ability) for sturm, instead of allowing upgrade for ober.
Posts: 366
B4 is something people are going to avoid more often, It really simply isnt good enough to warrant being built. Far too long for the second shell to fire, damage isn't a WOW when it hits anymore, scatter is horrendous to a point the first shell just provides a warning to move for the second shell (and have plenty of time to do so).
Something needs to be fixed about it.
Posts: 3053
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?
Well okw can easily win with one hand right now so I think that it wouldn't be as much of a crime as you make it out to be. That's what a nerf is. Making something worse without making it better somehow too. Because then it wouldn't be a nerf. Look at the maxim.
Posts: 32
Posts: 45
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.
Or not...
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:
What would you think of buffing the inevitably nerfed volks in on this action
Like one sode buffs volks to their cirrent state, when in friendly territory, the other grants the STG upgrade?
Posts: 1304 | Subs: 13
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?
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.
Posts: 3053
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.
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.
Posts: 935
because volks and kubels are so cost efficient early game, unlike every other faction.
They are efficient because of SturmPio as first squad only + super repair speed
Posts: 2066
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.
Riflemen and penals lol?
Posts: 3053
Riflemen and penals lol?
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?
Posts: 440
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?
it quite buff tho. or change the way it play what should i say
now no more pop out and wipe. instead, you had ostrupen that steal occupied building when ever you like
Posts: 1593 | Subs: 1
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?
in every game i Face Equal opponents, no matter the faction. You cant flood manpower in these games
Posts: 985 | Subs: 2
Posts: 25
in every game i Face Equal opponents, no matter the faction. You cant flood manpower in these games
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
Posts: 13496 | Subs: 1
Posts: 2066
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.
quick rotation rate?
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
25% efficiency is too much and needs nerfs lol?
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