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Why is OKW balanced the way it is?

10 Mar 2019, 14:02 PM
#27
avatar of Antemurale
Senior Moderator Badge

Posts: 951

Leave ad hominem out of this forum.

Carry on.
10 Mar 2019, 23:39 PM
#28
avatar of distrofio

Posts: 2358

Well, OKM has the swarming of the soviets, the late game tanks like UKF and the offensive versatility of USF, therefore its pretty much balanced as it is. Its 2 axis factions vs 3 allied...
31 Mar 2019, 00:44 AM
#29
avatar of Balanced_Gamer

Posts: 783

When I think about OKW, it can be potentially be a great faction but a faction which you can easily screw up because of predictable and lacking of choices. Their heavy dependance on fuel and ammo.

Most players, even pros go for Volks spam and then Luchs (to maintain aggression since there are not many good options).

The problem usually is Sturmpio and Volks. Both need revamps.

OKW is a difficult faction in order to maintain aggression, mostly against Brits since they counter them quite easily, usually early game, most difficult to go aggressive.


Make Volks instead the initial units, here is why


The issues are

OKW begins with Sturmpios which I think personally is a bad combat unit unless you somehow manage to surprise the enemy close range, scales mainly early game but later, they are just manpower drain. It is bad at medium range although it is stated it is meant to. Does not really seem like a good combat unit later on, that is why many rely on Volks.

Veterancy is also an issue that I have stated on the forums.


Here is my revamp
Please check this because I believe changes are required since it is frustrating on both sides
https://www.coh2.org/topic/88296/revamp-volksgrenadiers-terms-of-versatility-okw/page/2#post_id735046


Give Sturmpios MP40 instead of Stg44, give them Flamethrower upgrade option in order to maintain aggression. Short range focus.

Volks, remove Firegrenade, to remove their overall versatility. Give them instead a Steilhangranate like what the Panzerfusiliers have. Remove STG upgrade for MG34 or MG42. Long range focused AI.


The reason being is OKW depends heavily on Volks being the only choice more so. This is a way increasing diversion and diversity, decrease dependancy on Volks, forcing OKW to mix up depending on the situation leaves a gap of exploitation at least for allies with vehicles.

Even then, to enable OKW to use other units besides Volks only. OKW is too heavily ammo dependant. Without it is likely they have to rely on vehicles since they have no other choice, predictable right.

Same as having too much ammo focus. MG spam for enemies plus vehicles, having to rely on AT support, in order to get fuel. Kubel will not do anything to change that will it after 5 min!!!

Here is my post for Raketenwerfer changes https://community.companyofheroes.com/discussion/245698/okw-raketenwerfer-performance/p5

Currently, OKW is a faction that I believe is worse than Wehrmacht due to lack of choice and consistency. That I think personally.

If I have to compare the units which are better

Pzgrens vs Sturmpio (cuz they are alike) Pzgrens are better, even piooners for that matter
Grenadiers vs Volks Grenadiers better (since they dont rely on upgrade as much, they do better with default in comparison)

Wehrmacht units performs more consistently, more specialised than OKW. Sturmpio, what does it really do, cant push mid to late game, bad combat unit to rely on. Volks, without STG44 upgrade, they are nothing, even without ammo, they are worse than Conscripts. Apologize for anyone insulted by this, but it is true more or less in some ways.

From another perspective, Volks are the worst default units, heavily relies on blobbing early in order to push. Kubel is a bad choice for support more so than Universal Carrier. Kubel needs changes.


Overall I think OKW has the worst units in order to maintain this form of "aggression" because of the fact that without ammo, there is no aggression possible. Even for that matter, fuel. I play Wehrmacht and I believe they do a better job in maintaining aggression.


OKW requires adjustments for balancing, currently, I feel they are not balanced. I mentioned also on that link the list of units under performing. Check it out to see clearly what I am trying to get at. They need to have units at least performing well by default.

Remove AT Rak from 1st Base until you build another HQ. Get MG option instead, Rak needs adjustments.

Trying to keep an open mind about this, since it is a delicate situation to discuss.

Thanks
31 Mar 2019, 15:09 PM
#30
avatar of Pereat

Posts: 56



Pzgrens vs Sturmpio (cuz they are alike) Pzgrens are better, even piooners for that matter
Grenadiers vs Volks Grenadiers better (since they dont rely on upgrade as much, they do better with default in comparison)

Thanks


The discussion would be whether OKW inf over performs too much or within reason. The fact that you are comparing the first unit with ost elite infantry would be a first clue to that. I agree that volks are inferior to UKFs IS during the first minutes of the game but they scale well into the late game and easily outperform IS even when a-moving against well positioned units unless the other player has made considerable investment in his inf. That combined with the late-game powerhouse units sparks a disdain for axis favored balance.
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