251 Half-track for OKW
Posts: 401
Posts: 3053
Posts: 1605 | Subs: 1
T1 will have forward reinforcement through tier structure, T2 through HT. One support defensive strategy, the other one - offensive.
Can be also used to delay Wurfrahmen 40 a bit, because IMO it may come a little too early if rushed.
Posts: 212
Where as the advantage of the USF ambulance is that it is mobile.
Imagine a moving reinforce point for Volks who can self heal out of combat. Seems like it would be O.P. in the current game format.
Posts: 1891
Posts: 2243
I support giving OKW options but then efficiency of volkd has to decrease.
volks are outgunned by upgraded rilfes and IS...and even by penals
Posts: 612 | Subs: 1
Posts: 2243
Obers/Fussies/any OKW inf with a halftrack to reinforce from? No thanks.
cause that you can push better with your sov sniper?
Posts: 401
Obers/Fussies/any OKW inf with a halftrack to reinforce from? No thanks.
Every factions should get the same treatment if OKW manage to receive this: This means the M5 is available non-doctrinally for both USF and UKF as well (EFA factions already had this since the beginning of the game and it's pretty much an essential element in the game). The Obers/Panzerfusilliers combo is more because of Panzerfusilliers and Obers, not the reinforcemeny platform, which means that some tweaking will be needed... Even though, it's very much clear that the implementation of something new will always result in changes to other units as well, and if every factions got the same treatment (I did mention that this should be done to all factions, but my post will be asking about the OKW one since they had quite an obvious option: the Stuka itself), then it would be fine, to be honest.
Posts: 612 | Subs: 1
Every factions should get the same treatment if OKW manage to receive this: This means the M5 is available non-doctrinally for both USF and UKF as well (EFA factions already had this since the beginning of the game and it's pretty much an essential element in the game). The Obers/Panzerfusilliers combo is more because of Panzerfusilliers and Obers, not the reinforcemeny platform, which means that some tweaking will be needed... Even though, it's very much clear that the implementation of something new will always result in changes to other units as well, and if every factions got the same treatment (I did mention that this should be done to all factions, but my post will be asking about the OKW one since they had quite an obvious option: the Stuka itself), then it would be fine, to be honest.
Fair enough we could change loads of parts of the game to improve design, however that level of work probably wont be allowed because of limitations of 'scope'. You also run the risk of making OKW into a OST but with a KT.
I'm not opposed to the idea that we might change things up with OKW but giving them a half track would almost certainly make med HQ inferior to a Mech/luchs build using halftracks for forward reinforce with Sturms med crates in support. I think this, even if OKW inf got some nerfs would be OP. And if not OP certainly a prominent meta.
Posts: 401
I support giving OKW options but then efficiency of volkd has to decrease.
I would rather want to see Volks be close to the level of Osttruppen (Good cannon-fodder unit, providing faust when needed, but their fighting capability would be effective when in cover only, unlike right now where they can charge in open ground effectively). Maybe not the exact copy, but just slightly stronger. Consider the fact that OKW's main damage dealers are Sturm in early game, Obers later on and their good arsenal of armours (Mid-game can be easily cover by LVs or doctrinal units like Panzerfusilliers, Jaegers, Falls), the efficiency of Volks right now not only makes all of their main damage-dealing forces unneeded, but it can make OKW way too powerful if in the right hand.
Posts: 3145 | Subs: 2
Posts: 102
Posts: 987
Imagine a moving reinforce point for Volks who can self heal out of combat. Seems like it would be O.P. in the current game format.
Sounds like something the Brits already have.
But I agree in current format it would be too strong. If FRP ever gets removed (hopefully it could), I think it'd be an interesting addition.
Posts: 766 | Subs: 2
Is it possible to turn the Stuka Half-track into a 250 MP/30 FU open-topped 251 Half-track, which then required a 140MP/70FU upgrade to be a Stuka once again? This way, OKW will have access to a mobile reinforcement platform (Which, in my opinion, is needed to all faction non-doctrinally), the open-topped part (Allow troops to fire out, similar to the M5) could be a nice touch for those who doesn't want the OKW one to be exactly the same as the Wehrmacht one.
I have looked into this before. In terms of modding, I do not think it is not possible to hide the cages based on animators.
Posts: 1891
Posts: 2458 | Subs: 1
This way, OKW will have access to a mobile reinforcement platform (Which, in my opinion, is needed to all faction non-doctrinally), the open-topped part (Allow troops to fire out, similar to the M5) could be a nice touch for those who doesn't want the OKW one to be exactly the same as the Wehrmacht one.
I dont think that mobile reinforcement platforms are beneficial to gameplay and I find them even worse than FRP. Just makes no sense when you see units fighting you at key points of the map or even right infront of your base while being able to reinforce at the same time. It also encourages camping because of how easy it is to keep MGs and AT-guns alive without having to retreat them after they got hit by mortar/sniper/arty etc. If there was some sort of cool-down on reinforcing (for example units need to be out of combat for 10 seconds before they can reinforce) it would be OKish. But right now NO.
Posts: 2742
The ht would want to get in and out instead of remain in combat to keep reinforcing.
Though if it was a targeted ability it'd benefit larger squads more. I'd thought about an aoe effect that instantly reinforced squads in the same fashion but had no idea how to implement it cleanly or have it balanced.
Posts: 851 | Subs: 1
I dont think that mobile reinforcement platforms are beneficial to gameplay and I find them even worse than FRP. Just makes no sense when you see units fighting you at key points of the map or even right infront of your base while being able to reinforce at the same time. It also encourages camping because of how easy it is to keep MGs and AT-guns alive without having to retreat them after they got hit by mortar/sniper/arty etc. If there was some sort of cool-down on reinforcing (for example units need to be out of combat for 10 seconds before they can reinforce) it would be OKish. But right now NO.
Sorry dude but you are part of the minority here, and honestly I dont see this mechanic being changed at all.
Been there since days of vCoH, and IMO you should be awarded well if you pull off a flanking manoeuvre
Posts: 515
Livestreams
32 | |||||
7 | |||||
216 | |||||
17 | |||||
3 | |||||
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1099614.642-1
- 5.280162.633+8
- 6.305114.728+1
- 7.916405.693-2
- 8.271108.715+22
- 9.721440.621+3
- 10.1041674.607-2
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
40 posts in the last month
Welcome our newest member, Blesofsk
Most online: 2043 users on 29 Oct 2023, 01:04 AM