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OKW overhaul discussion

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2 Jan 2019, 22:28 PM
#41
avatar of Lago

Posts: 3260

This is probably stretching the scope, but what if you put the Goliath in T2?
2 Jan 2019, 23:26 PM
#42
avatar of Flyingsmonster

Posts: 155


Gettin an early Stuka opens one up for some brutal quick medium/pre-timely heavy tank rape


Not at all. You can get a stuka out in 8minutes and it will immediately influence the game by wiping squads / buildings, especially soviet T2. Combined with the nearly free IR halftrack it's incredibly potent early in the game when things are still contested.

I just had an early stuka wipe a penal and commisar in its first barrage very early into a team game. It happens nearly every single team game I play, in fact not seeing an ~8minute stuka is very rare in my experience playing 3v3s and 4v4s.

In fact, even just holding one fuel point an axis team can easily field a stuka with the med truck built too at the 10 minute mark. I've done this multiple times playing OKW in 4v4 and it's very easy to pull off, and nearly impossible to counter if you simply just get a raketen to hold off any armor, and move the stuka back to your base when it's in cooldown.
2 Jan 2019, 23:42 PM
#43
avatar of Cresc

Posts: 378

tldr: Make OKW the weakest faction once again...
Nice try, but no, and how many times do you need to "overhaul" OKW...

By the way there is a reason command panther is called "command" panther...
Just make it less OP by reducing its sight buff and the mark target cost more.

And did you just forget about adressing the maphack "flares" issue?
3 Jan 2019, 00:31 AM
#44
avatar of thedarkarmadillo

Posts: 5279

heres what i came up with as a suggestion for okw teching
tl:dr of it is that each truck gives access to certain units, and some are gated to number of trucks placed. so the player can decide their timing and the okw can still have access to important units like the JP4 and obers even if they cant fully tech to the schwere

as with any faction overhaul, its a bit lengthy so please bear with me


3 Jan 2019, 00:46 AM
#45
avatar of Cresc

Posts: 378

LMAO, you guys, since when does OKW need an overhaul?
How many times do you have to tweak OKW? They are only overperforming because of certain doctrinal ability and volks damage output during blobs or while in green cover.

And raketens being invisible is not so much of a problem, everybody knows where and when to expect them, when you get used to the cheese.
3 Jan 2019, 00:59 AM
#48
avatar of Vipper

Posts: 13496 | Subs: 1




About IR HT.

I would rather have doctrinal in the same doctrine with Vamp ST. These weapons now are available for ST and Ober maybe even for VG and perform similar to PG's ST44 (but according to each units cost. When used with the IR HT they are mode accurate.

The IR HT is replaced by obers.
The Stuka is moved to T4.
The Ostheer MHT is moved to T2.

Now T2 provide indirect fire support also, Ober come with better timing and stuka comes with better timing.
3 Jan 2019, 01:07 AM
#49
avatar of Lago

Posts: 3260

That'd be pretty neat. You could replace Spec Ops Flares with the now removed IR HT.

T1's a unit down in that setup though.
3 Jan 2019, 11:55 AM
#50
avatar of thedarkarmadillo

Posts: 5279

jump backJump back to quoted post3 Jan 2019, 01:07 AMLago
That'd be pretty neat. You could replace Spec Ops Flares with the now removed IR HT.

T1's a unit down in that setup though.

Pop a tank hunter squad in there.
3 Jan 2019, 12:25 PM
#51
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post2 Jan 2019, 23:42 PMCresc
tldr: Make OKW the weakest faction once again...
Nice try, but no, and how many times do you need to "overhaul" OKW...

By the way there is a reason command panther is called "command" panther...
Just make it less OP by reducing its sight buff and the mark target cost more.

And did you just forget about adressing the maphack "flares" issue?


The changes proposed in the OP do not make OKW any weaker. They replace the cheese with some more fair mechanics and buff some underperforming units. The Command Panther is OP because it's a very good standard late game tank that can be called in without tier 4, not because of its actual performance. Making it available in T4 for a lower price is a direct buff to team games while removing a get-out-of-jail-card that was removed for all other factions too. And I did adress the maphack flares issue so I suggest you actually do 'read' instead of 'tldr'ing.

Seems like you're just here to whine instead of contributing anything, so I'll kindly ask you to stay out of this thread if you don't plan on adding anything meaningful to the discussion.
3 Jan 2019, 12:53 PM
#54
avatar of Sander93

Posts: 3166 | Subs: 6

I have updated the OP with Lago's alternative idea for a mild tech overhaul.
3 Jan 2019, 15:26 PM
#57
avatar of blancat

Posts: 810

jump backJump back to quoted post3 Jan 2019, 15:20 PMFarlon

With a comment like this, I think it's quite obvious who's biased here.
KT is a noob trap, "super pio" just don't scale, stuka, while it's good, is not as good as you think it is.



oh sure

because u only play axis and feels bad everything


how can explain high winrate in CGS?


why Super pio needs better scale?

he is just "supporting engineer" and quite strong in early game

u want "support & combat almighty engineer"?



KT is good position in keeping VP

without any AT support, KT is just sandbag but already good at defending position with any no commander


stuka is absolutely OP

it can barrage in a row accurately and very good AOE

not as good as you think? thats why u only use stuka







3 Jan 2019, 15:42 PM
#60
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

If you keep copying the same comment after it's been moderated, i don't think you get the clue right?
Change your comment style to be constructive/civil.

Invis a couple of comments and the ones quoting it.
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