And USF has got the new mortar that was DEFINETLY a kludge of a solution...
What's the issue with lava nade, it is actually something unique and adds flavour and versatility that okw needs, it's surely not underpriced and now it's even "dodgeable".
With the timer? It's definitely different than it was. When I was talking about those ideas this was before it had a timer (and before firestorm doc had mp40s.) As far as I was concerned the flame nades without a timer would've been perfect for an smg squad making an assault on a garrison/emplacement/enemy position.
With the timer, volks don't really have a damaging grenade and just a cover/garrison denial tool. Which is alright. You can eat the explosion and move without a lot of damage done. I just think the normal grenade fits a squad of rifle infantry well, and the (old? or either?) flame nade is great as a tool for a CQC unit.
A lot of my opinions stem from the idea that I think OKW should have a lot of expensive munitions abilities in the early game, (fausts, nades, mines, etc) but not have strong upgrades (lmgs) and reliable infantry AT (panzerschrecks) until lategame. My views on OKW are pretty deviant (and outdated) from the last few patches and still originate from the condition OKW was in in 2015.
And by this, I mean I think OKW's ENTIRE design hinged on their resource conversion. The reduced income is popularly referenced, but converting resources is what really made them resource starved. The choice to rush fuel or munitions starved you of the other. The problem at the time was you really only needed munis to get your volks schrecks, unless you were going for the basewipe artillery with, was it 700 munis stockpiled?
So if you can understand my perspective, when the idea of giving volks fausts came up, I thought the idea would be OKW could be pressured into wasting all their fuel converting to munitions.
If okw had something like pineapple + mortar it would be much more powerful as wipe nades and free anti garrisons would be more strong, and would be another mortar faction.
True, but IMO the mortar for OKW (and USF) should be in the form of a mortar HT. Mortars as an early/midgame unit costing fuel works for the WFA factions.
Smoke on sturm would be OP AF, at least if stock: starting smoke on a starting unit ? No defense against sturm rush.
As long as it cost a lot of munitions, I disagree. Albeit OKW enjoys repair pios from mechanized, SPs are always split between many roles. I've never been adverse to the idea that SP smoke could be locked behind a truck setup or something of the sort.
Isg smoke was a good change, but that freaking thing has to gain some aoe, i need 5 barrages to even drop 2 models on a garrison.
Agreed. IMO I think the ISGs just don't work as stock units for both WFA factions though. Mortar HTs are more suitable for their timing, fuel use, and mobility.
All in all I've pretty much resigned myself that the game will never be in the state I'd hope it could be in. The last few patches have cemented in changes that I feel obscure any possibility of that.