I support this idea but, I'd prefer to see the mortar come as an upgrade rather than as the default variant. OKW needs a transport unit.
I don't support the medic upgrade - OKW already has sufficient healing options.
Agreed.
Posts: 3145 | Subs: 2
I support this idea but, I'd prefer to see the mortar come as an upgrade rather than as the default variant. OKW needs a transport unit.
I don't support the medic upgrade - OKW already has sufficient healing options.
Posts: 5279
I support this idea but, I'd prefer to see the mortar come as an upgrade rather than as the default variant. OKW needs a transport unit.
I don't support the medic upgrade - OKW already has sufficient healing options.
Posts: 2358
Infrared halftrack spotting + leigs, whats wrong with that.
Infrared halftrack is so op, even allies dont even have the same thing.
Posts: 3145 | Subs: 2
Axis factions dont get weapons racks, yet that doesn't make them op. Please use some logic instead of plain accusations or opinions.
I agree making IRHT a doc umit for spec-ops and use that unit slot for another unit is the right way. Maybe the 251 with a light AT gun could be used instead, with a performance sub-par of an AEC
Posts: 3423 | Subs: 1
Posts: 5279
IRHT should be doctrinal. Idk what they should replace it with in BGHQ, but that type of unit should not be stock, period. Unless its re-designed so that the sweeping has a recurring muni cost or something like that.
Posts: 495 | Subs: 1
Posts: 3423 | Subs: 1
Also, I once suggested an old Soviet self repair style muni drain when active
Posts: 351
Sadly that's impossible model wise right now until Relic renables model editing and importing, other way of doing it is through Widersteit's method which is a huge workaround and means that the vehicle needs to stop and deploy sorta like the flak HT where the new weapon magically spawns out of nowhere.
Posts: 810
Posts: 783
Posts: 3145 | Subs: 2
Med base is definitely a good base for infantry pressure as you can place the headquarters forward and resupply.
It is definitely true that Mechanized is used most often due to the fact it is more adaptable and has somewhat stronger alternatives.
Infrared Halt-track is undoubtedly good in team games such as 3v3 and 4v4 but I do not think that reason should be convenient enough just to have that unit in Medbase. Maybe I was thinking like a tech choice similarly to what the Brits have.
Either choose an Inftrared Haltrack or another suggested unit.
Maybe just simply add another different unit in the Med base.
Currently as it stands, 1v1 in my experiences is pretty bad. Going Flak Half Track is unadaptable in many situations especially urban areas and it is vulnerable. Luchs in contrast is more consistent, adaptable and has more health. More incentive to use Luchs.
The LEIG mortar is quite lackluster although it has the range but it means nothing. It is AOE being the worst in comparison to every other faction mortars meaning a less overall damage. The only reason for this mortar is just using the smoke. It would be quite nice to add another ability so that there would be more reason to use it. HE shells for increased AOE or Incendiary rounds. It should get another ability.
Infrared Halt Track in 1v1. Who uses it?
Med Base needs some kind of revamp. Currently 1v1 is most often the worst choice. While Mechanized which has provided me with more results has always been the only best alternative in OKW terms of battle tech choices. I feel that is the only route in order to properly win as OKW.
Posts: 810
snip
Infrared Halt Track in 1v1. Who uses it?
Med Base needs some kind of revamp. Currently 1v1 is most often the worst choice. While Mechanized which has provided me with more results has always been the only best alternative in OKW terms of battle tech choices. I feel that is the only route in order to properly win as OKW.
Posts: 495 | Subs: 1
Posts: 3145 | Subs: 2
Thematically it doesn’t make sense that the OKW, which represents the German forces fighting during the battle of the bulge, has no transport unit. The offensive oriented OKW has no mobile infantry, but the more defensive oriented Wehrmacht has several transport halftracks. Odd.
“Hey Klaus, why are our base building mobile but we have to walk everywhere? Mien feet hurt!”
Posts: 5279
Posts: 495 | Subs: 1
Thematically it doesn't make sense that some of the most used weapons and vehicles in the war are doctrinal (ppshs for example) while small batch units like the centaur and Ostwind are stock units.
OKW with a transport would be messy. People are bitching now about USF's ability to move Cav Rifles around and murder things but let's add that ability to the faction with the most automatic weapons around... Yea. That's balanced. It's bad enough with sturms hopping out behind a shot blocker let alone being delivered behind your MG. Or perhaps mecahanised JLI will be nice and fun. Oooh or good at all ranges falls? Thematic takes a back seat to balance,whats more if you check the sub forum we are in its ACTUALITY the "balance" one, so I'd go out on a limb and say that balance should probably take priority...
Posts: 2358
Posts: 5279
Or you could just make it balanced with careful implementation.
A. Low accuracy while firing on the move so you can’t do drive by attacks.
B. Slow disembarkation speed so you can’t just dump troops out up close instantly.
C. Low rear armor so it’s risky to do close in attacks.
D. Instantly kill the embarked unit if it dies so it’s very powerful, but very risky if you lose it.
E. Relatively high cost so you don’t want to risk losing it by diving.
Posts: 495 | Subs: 1
If you are going to make it clumsy, awkward or expensive then, frankly, what's the point? Flavor? We could put something actually useful and possible to balance in its place. Okw has too many high impact infantry squads to add increased mobility to the faction.
37 | |||||
1 | |||||
17 | |||||
5 | |||||
4 | |||||
3 | |||||
2 | |||||
1 |