Infrared Half-track replacement OKW
Posts: 783
Infrared Halftrack seems a more or less derelict unit since it is not a combat unit. I think it is kind of ridiculous considering that there are better options, even then other factions do not have a unit that does not have a combat role.
I was thinking of a replacement would be nice. Why have a non-combatant unit?
That causes a huge power loss/gap.
Maybe replace it with a scout car or some kind of supportive unit would be balanced.
Usually in 1v1, it is the worst option since there is only 1 or 2 units to choose from. Flak which is decent but Luchs is always more preferable and consistent.
The mortar which is kinda lackluster due to dealing the least damage output of all mortars. I think it has to do with the fact it has less AOE in comparison to other mortars although it is somewhat more accurate.
I feel that med base serves no other proper purpose except healing and forward HQ. Infantry focused.
Everyone knows why Mechanized is the choice for most situations. It has proper AI and AT while med base lacks utterly in both areas especially in terms of unit choices and performance wise.
I think replacing Infrared Halftrack with a unit that has a more useful purpose would be more ideal on a battlefield.
Why not replace it with a Pak40 would be a better resolution.
I mean, how often do you guys use Med base and which units when playing OKW?
For me, certainly not the Flak or Leig and Infrared Halftrack. I go usually Mechanized.
Posts: 955
By your logic- well, lack of it- we could make maphack legal
How the hell is constantly knowing the exact position of every enemy unit on 80% majority of an average sized map not worth the 200MP and 5 Fuel?
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Also, flak is more then decent, its a murdermachine but its more micro intensive.
Posts: 40
Posts: 495 | Subs: 1
OKW also has no regular halftrack either, so why not replace the IR halftrack with the new 250/1 light halftrack that WM can get? I think it fits in the OKW design and opens up lots of interesting options for medic building first play.
Posts: 731
Posts: 3145 | Subs: 2
Yeah. IR halftrack is nearly useless when OKW has better ways of scouting that aren’t useful as only scouting.
OKW also has no regular halftrack either, so why not replace the IR halftrack with the new 250/1 light halftrack that WM can get? I think it fits in the OKW design and opens up lots of interesting options for medic building first play.
That's what I proposed, put the IR HT in the place of the Artillery Flares in the Special Operations doctrine and put a 250 HT in it's place.
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But definitely not because I think the IR HT is useless, but because I think it's broken and cheesy even without the gamebreaking bug
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A unit that heals but does not reinforce.
Posts: 607
I actually support the idea of replacing it with something else.
But definitely not because I think the IR HT is useless, but because I think it's broken and cheesy even without the gamebreaking bug
Same. It's always funny to see how "op" or "up" a unit is based on game mode being played.
Posts: 495 | Subs: 1
I would be tempted to replace it with a Medic 251 or truck or unit.
A unit that heals but does not reinforce.
While neat, that would overlap a lot with the medic upgrade already on the same building.
But a medic halftrack upgrade for the 250/1 that removes the MG and transportation capability would be interesting.
Actually, just add an upgrade able 250 halftrack that can get one of three upgrades:
An MG that makes it the WH 250/1 halftrack.
A mortar that makes it the WH mortar halftrack.
And a medic upgrade that allows it reinforce and deploys two medics that heals individuals. This would make it not quite as good as the USF ambulance at healing, but more durable encouraging its use farther up the field.
Posts: 13496 | Subs: 1
While neat, that would overlap a lot with the medic upgrade already on the same building.
But a medic halftrack upgrade for the 250/1 that removes the MG and transportation capability would be interesting.
Actually, just add an upgrade able 250 halftrack that can get one of three upgrades:
An MG that makes it the WH 250/1 halftrack.
A mortar that makes it the WH mortar halftrack.
And a medic upgrade that allows it reinforce and deploys two medics that heals individuals. This would make it not quite as good as the USF ambulance at healing, but more durable encouraging its use farther up the field.
I am aware of the overlap but a unit that can heal would reduce the blow of losing a medic truck.
The medic truck if fully upgraded is a very expensive investment and a healing unit could be an interesting alternative.
Posts: 495 | Subs: 1
I am aware of the overlap but a unit that can heal would reduce the blow of losing a medic truck.
The medic truck if fully upgraded is a very expensive investment and a healing unit could be an interesting alternative.
That’s kinda the point. Risk vs reward.
OKW already has an alternate healing method in the Sturm pioneer medic crates. If you add another healing option it has to be significantly different than both existing options.
Perhaps give the medic halftrack a healing aura instead that is activated on command like the infantry section medic kits.
That way OKW gets:
Aura healing you pay for in the form of Sturm Pio medic crate. Low risk, but costly in munitions over time. Can be used anywhere.
Medic healing you pay for once initially in manpower in the form of the truck medic upgrade. Low micro, less munitions, more costly initially and more costly to replace if you have to and is stationary.
Medic halftrack upgrade that provides aura healing for a short time when activated and bought. Costs some fuel and manpower for the halftrack plus some munitions for the upgrade, but is mobile and different from other OKW healing that is currently in game. Upgrading to the medic halftrack also is an opportunity cost where you cannot get the MG upgrade or mortar carrier upgrade or any other implemented upgrade if you opt for the medical halftrack upgrade.
Posts: 5279
The UHU should however be either a t4 unit or doctrinal if it's to remain.
I would like to see it replace arty flares in spec ops and provide some sort of bonus to STG Obers and the CP and out a tank hunter squad into med.
Posts: 731
While neat, that would overlap a lot with the medic upgrade already on the same building.
But a medic halftrack upgrade for the 250/1 that removes the MG and transportation capability would be interesting.
Actually, just add an upgrade able 250 halftrack that can get one of three upgrades:
An MG that makes it the WH 250/1 halftrack.
A mortar that makes it the WH mortar halftrack.
And a medic upgrade that allows it reinforce and deploys two medics that heals individuals. This would make it not quite as good as the USF ambulance at healing, but more durable encouraging its use farther up the field.
Maybe can design a Special support 251 Halftrack for OKW,limit 1 but not use population and got deploy ability,when deployed can reinforcement .when T2 unlock medic,this HT got heal aura like USF ambulance.when unlock engineer in T3,deployed add 3 repair engineer.After build T4,this HT can be retreat rally point like major
Posts: 495 | Subs: 1
Maybe can design a Special support 251 Halftrack for OKW,limit 1 but not use population and got deploy ability,when deployed can reinforcement .when T2 unlock medic,this HT got heal aura like USF ambulance.when unlock engineer in T3,deployed add 3 repair engineer.After build T4,this HT can be retreat rally point like major
Sounds complicated in what is already a complicated game.
I think a light halftrack with two or more branching upgrades is an easier thing for players to work with. Kinda like the WM bunkers. Easy choices that are flexible but not obvious and fits a varied playstyle.
Posts: 469
Infrared halftrack is so op, even allies dont even have the same thing.
Posts: 378
Then replace unit with a mortar half-track with flare launcher. Have flares cost muni's to use.
Posts: 97
Make UHU doctrinal in spec ops.
Then replace unit with a mortar half-track with flare launcher. Have flares cost muni's to use.
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.
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