Locking until everyone calms down, not gonna sit here and invis everyones posts for 4 hours or ban people.
Unlocked.
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Locking until everyone calms down, not gonna sit here and invis everyones posts for 4 hours or ban people.
Posts: 4183 | Subs: 4
Not jack of all trades but get a FREE snare, STG's that can be upgraded anywhere,free fire nades to clear garrisons and team weapons and good vet? They can't fight proper armor thats it. But they don't fall off compared to other mainline that also have to RESEARCH RACKS AND SIDETECH FOR THESE GOODIES. OR PAY FUEL FOR 1 EXTRA MEMBER
>dont use ur versatile mainline infantry into OKW
>OKW stg's still beat conscript PPSHs and STG's are stock
>u need to close distance to do anything with a PPSH
hahahah
- the pz iv is the best non-premiun med in the game
It also has the price tag of the best medium tank in the game.
Meanwhile Allied has to pay for anything close to it by locking themselves to commanders.
- The KT is stock
KT is barely worth the price at the current moment you are better off getting a panther/jp4 if you want AT damage
Still stock and better than IS-2 without added CP need or the fact that u have to lock urself to a commander.
- Good early and late game units, preservation is a meme because of obers
If obers couldn't fight vetted infantry then they would be useless considering how late they come out. I dont get why obers make preservation a meme.
Why can't soviets/USF/UKF fight with non-vetted stock units? U need vet or u bust making preservation from OKW side a meme. Even guards with DP's suck without vet compared to Obers with LMG upgrade while not being stock.
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Why is people asking for Volks to be nerfed again? They were nerfed badly last year no?
Seriously as Soviet you just need to get some Penals and a clown car and you pretty much beat OKW early game, if you don't want to spam Penals then get a sniper or just go with the old-reliable Maxim spam.
As UKF, just play defensively with Sections behind cover, Sturmpios will get murdered as they charge in and Volks will get murdered at range. If you see the Kubel then get your UC and you're good.
As USF, blob Rifles and put them in cover and you should be able to at least push Volks back to have some breathing room.
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@shadowlinkx37 they start with less fuel but more manpower allowing for a terribly aggressive start. Coupled with their ability to cheaply quick cap with the Kuble and very strong sturms it very much allows them to make up that fuel. As a Soviet if you build a base building to get some not shit tier units out and build a con to try and get map control you will be out numbered and outgunned despite starting with more fuel. While you are using your CE to build your base and waiting for something to build the OKW is already headed to your fuel and you can be sure as shit CE aren't going to defend it for you.
Their aggression afforded by the extra manpower is paramount.
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Rekketen question I think its ROF is clearly an issue as well as its detection range. I think if we increase its detect-ability as well as maybe its ROF (either of but not both) would help deter armor but also not over punish b/c light vehicles cant back out quick enough before the second shot fires.
Sturmpios I believe the unit is fine outside of their early ability to grab a building and ez pz lock it down. maybe a 20-40 muni STG upgrade would work to help scaling.
Counter-less recon is defo a problem and I would like some sort of way to counter.
Obers I believe are fine.
I believe some form of these changes / edits would help even it out but ofc not all of this has to come forward and OFC stuff is always up in the air but I agree OKW is rather easy to play compared to OST and allies. Thats not to say in 1v1 they aren't hard but 2v2+ they surely aren't as punishing as other factions.
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So your solution to volks is to ignore your SLIGHTLY cheaper troops because they are going to get shit canned (despite being nearly the same price) and use the 50mp more troops exclusively, or spam the more expensive MG (the one with the deathloop that suffers greatly from enemy flame nades that can be thrown well before Supression) for the soviet
As ukf you need to be completely defensive with your 30mp more troops and make sure you don't get caught out of position
As usf you need to blob your 30mp more expensive TROOPS AND keep them in cover so you can "at least push volks back to have some breathing room"
Sure sounds like volks are operating according to cost. Completely dummy things around their cost and force defensive play out of units that should be outclassing them.
I'm ko mathematician here but shouldn't the outmanouvering and sticking to cover to get the upper hand not be on the CHEAPER unit, not the more expensive one?
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Counter-less recon is defo a problem and I would like some sort of way to counter.
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If a counter is made then it should be included for axis too as allies have a decent amount of flares too.
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Which allied flare ability lasts so long, uncovers large portion of the map and can be dropped anywhere on the map without specialized unit in close range?
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Starting resources:
USF: 400MP + 15F(20F in mod) + 200 from REs = 600MP + 15F(20F)
UKF: 340MP + 20F + 280MP = 620MP + 20F
Soviet: 390MP + 20F + 170MP = 560MP + 20F
OST: 420MP + 20F + 200MP = 620MP + 20F
OKW: 340MP + 5F + 300MP = 640MP + 5F
Yeah I don't think "extra manpower" is that massive here since you gain 50MP, which is the largest gap here in about 13 seconds.... I'd gladly trade 40ish MP for volks to scale lategame. Not to mention OKWs teching costs more in terms of MP. 300 per structure down comparing with other factions.
That also says nothing about the fact that the extra manpower is in the sturms, which fall off pretty hard once weapon upgrades come online.
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Over the Soviet okw has a massive 80mp bonus on top of competent engineers and conscripts+ this is compounded by the immediate 160mp cost to get out units that don't suck ass. That's a whole squad worth of MP AND lost field control of building the building then whatever non shit unit the Soviet chooses to build.
As it is that average of 40ish manpower would allow the Soviet to buld 2 constcripts and build their building or build a conscript, the building and then a mortar or very shortly build a Maxim.
And volks have been give HEAPS to allow them to perform better yet still are able to up fight effectively. They have been give a no drawback weapon upgrade they have been given a snare and they have been given a better form of the molotov (all of which doesn't cost extra manpower like the Soviet versions) AND have guaranteed MG support 100% of the time. They don't dodge bullets like cons at vet 3 this is true, but for literally every other purpose they scale far better. No they don't whomp the more expensive rifles and Tommies armed with far more munitions in upgrades that require additional manpower and fuel but I think for the massive side investment of literally nothing but trying to get tanks I think they do alright. Okw also has Obers to help take the edge off the more expensive and more invested in enemy troops.
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Dunno where you're getting 80MP when I put 50 in those stats, and then mentioned the engineers. The "units that don't suck ass" dumpster OKW for the first 5+ minutes of the game and are virtually uncontestable.
Yes everyone knows cons are not as good at volks at every stage that isn't conscript vet 3. That doesn't make volks good when they get rolled 1v1 vs anything that isn't a conscript or riflemen pre BAR. The thing about the StGs being a "no brainer upgrade" is that most upgrades in the game are no brainer in comparison to units stock weapons. G43s, LMG42, bren, BAR, StG volks, DP28 guards. The only choices there are what situation are you in. Need mobility and aggression? G43. Opponet playing aggressive? LMG42 to crush at range and Pgrens to deny push. 2x Bren gun DPS still superior to lee einfields anywhere outside of 10 range. BARs literally no brainer unless you're losing REs and officers so you need a zook squad. DP28s because 6 man AT squad needs LMGs and light snare. Obers depends on range and garrison clearing ability and if you have IR StGs available.
Cons vet 2 molotov > volk incin. same throw speed, better damage and cheap toss. Pre vet 2 cons yes I'd rather have the incingrenade. Also says nothing about oorah.
So the question is, what do you want volks to do? Make them weaker and OKW might start suffering in winrate fairly well since they'd probably be on the level of cons with an upgrade but without the vet. One of the better solutions would make OKW tech really fast like UKF and soon to be USF instead of this non linear garbage and drop obers into t0 but require a truck down and then severly lower ober stats so they go onto par with rifles tommies 2x upgrades with their own upgrades and vet. That approaches "full OKW overhaul" territory though, and it will be awhile for that to consider occuring.
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So your solution to volks is to ignore your SLIGHTLY cheaper troops because they are going to get shit canned (despite being nearly the same price) and use the 50mp more troops exclusively, or spam the more expensive MG (the one with the deathloop that suffers greatly from enemy flame nades that can be thrown well before Supression) for the soviet
As ukf you need to be completely defensive with your 30mp more troops and make sure you don't get caught out of position
As usf you need to blob your 30mp more expensive TROOPS AND keep them in cover so you can "at least push volks back to have some breathing room"
Sure sounds like volks are operating according to cost. Completely dummy things around their cost and force defensive play out of units that should be outclassing them.
I'm ko mathematician here but shouldn't the outmanouvering and sticking to cover to get the upper hand not be on the CHEAPER unit, not the more expensive one?
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