OKW September patch discussion
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Posts: 711
Posts: 783
Pretty good. Nice changes
Espeically to the price of trucks.
Volks price increase is good also. Means less "VOLKS SPAM"
Sturmpio
I do love the changes for making this unit scale even better. Especially when the Concussion grenades finally can be used.
In terms of scaling, the changes have really done a job in fixing that issue.
Although it is still unfortunate that the AT package still is not adjusted properly. Otherwise, I will be happier with the changes than the way it currently functions
Raketenwerfer
Since it can not at least rotate while in Camo, I do not see how an addition +5 range would help.
Maybe more like add 10-20 range, but 5 seems rather meager dont you think?
I think more range is required in order to make it a proper AT support unit.
5th man definitely helps fix its survivability issue.
Retreat removal is pretty much a good thing. At least there would be the reversing button which I always preferred over.
Kubelwagen
I like the health changes. It really increase the dynamic. Really helps decrease the repair time. Nice job.
Schwerer Panzer Headquarters
That change was really needed. All good. Obers can be finally used at a more efficient timing.
Sdkfz. 251/17 Flak Halftrack
It has a current issue with consistency and accuracy. It only starts performing well enough when it currently achieves vet 2.
Now, anything below vet 2 feels a bit like trash since it really has difficult creating any proper output.
Price change may help but I think more attention is required on how it actually performs.
Tiger II
The changes are nice. It needed something.
Fallschirmjäger
Nice, finally.
They are currently underwhelming. Good to see finally changes are made. Lets see how it goes.
EDIT - Survivability for the unit is still an issue. It needs to be looked into as it dies pretty quick, thus is unable to produce that much of an output. That it currently functions.
I am afraid that, without the survival improvements, they will still be rendered useless.
EDIT - "PUMA"
I think it has been missing too frequently on the move. It needs to more accurate on the move since it misses a lot of times. It needs some improvements.
I think that is what it needs is at least, improved accuracy on the move. Especially when it costs 70 fuel.
________________
Thanks for the patch and changes Devs, finally.
Though do not forgot what I mentioned on what I think still on about the 1.- Raketenwerfer 2.- Sdkfz. 251/17 Flak Halftrack. 3.- Fallschirmjäger 4.- Puma
I think some elements may have been overlooked or missed out that should be considered.
Posts: 556
Fallschirmjäger
Nice, finally.
They are currently underwhelming. Good to see finally changes are made. Lets see how it goes.
________________
Actually the biggest problem of falls is their survivability being too low. With those changes they are even weaker early game. The thing they need with current changes is Pgrenadier recieved accuracy. Since they will need to scale with kar-98s and 2 fg42s till t4. Compare that to grenadiers with lmg42 and you will realise that falls will suck even harder. (sadly)
Edit : Bold
Posts: 783
Actually the biggest problem of falls is their survivability being too low. With those changes they are even weaker early game. The thing they need with current changes is grenadier recieved accuracy. Since they will need to scale with kar-98s and 2 fg42s till t4. Compare that to grenadiers with lmg42 and you will realise that falls will suck even harder. (sadly)
Yeah, I really did forget about that.
Their survivability is really crap now and it has not been improved. I forgot to take that into consideration.
Thanks Jilet.
I think the Devs should look into their survivability and fix it.
What I would suggest is removing some of its current utility for better survivability.
Posts: 556
Lately I was thinking about keeping their current RA with commando camo. They don't have the demolishing power in close range like commandos/stormtroopers but will be more of a all-rounder specialist/infiltrator.
Could be fun.
Posts: 3032 | Subs: 3
If not, then the cost must be increased a little more to 25 or 30 imho
Posts: 1979
Theyre simply too squishy... give it a gunshield and give it the USF AT gun treatment
2. Volks are still too cost efficient to reinforce... 26mp is appropriate
3. Sturmpioneer + 320mp is still insanely high... OKW still starts with more MP than all EFA factions and dont need to tech
4. Sturms seem overburdened with roles atm aswell... how about reworking this to a normal engineer... say 240 pts for a 4 man engie with assault gren MP40s and 32 reinforce with the same zook and sweeper upgrades in order to be less manpower intensive?
Posts: 732
And IR.stg44 maybe can increase ober sight ?And IR.stg44 upgrade need T4 upgrade too?
Posts: 783
1. Even 6 man rakatens dont feel good to use and most certainly arent good to fight against...
Theyre simply too squishy... give it a gunshield and give it the USF AT gun treatment
2. Volks are still too cost efficient to reinforce... 26mp is appropriate
3. Sturmpioneer + 320mp is still insanely high... OKW still starts with more MP than all EFA factions and dont need to tech
1.- Rak simply needs a better range improvement than 5 additional range which is meager.
Needs something like extra 10-20 range. Somewhere around there.
2.- Volks change is not too bad. It is slightly costier now. No need for more price changes for now I believe.
Lets see how it goes first.
3.- The starting MP has been decreased from 340 to 320 meaning less men on the field early which is as they have planned and its good.
Also Volks price increase from 250 to 260 will cause definitely a loss in early manpower strength. It should do the trick.
There is a loss in MP strength early game. They will not have the same current starting strength as before for sure!
It is not that high anymore than it used to be.
Posts: 184
Actually the biggest problem of falls is their survivability being too low. With those changes they are even weaker early game. The thing they need with current changes is grenadier recieved accuracy. Since they will need to scale with kar-98s and 2 fg42s till t4. Compare that to grenadiers with lmg42 and you will realise that falls will suck even harder. (sadly)
Wait, you're saying that they need a survivability buff then proceed to say they need a survivability nerf to gren levels? And 2 FG42's deal higher damage than 1 MG42 and it gets higher the closer your enemy gets to you.
Posts: 556
Wait, you're saying that they need a survivability buff then proceed to say they need a survivability nerf to gren levels?
Was trying to say Pgrens my mistake thanks for that.
And 2 FG42's deal higher damage than 1 MG42 and it gets higher the closer your enemy gets to you.
Just 0.05 difference at 35 range and whopping 6 at 0 range.(Sure that is intended) But don't forget LMG42 is only one weapon and as the total DPS grens will still be better at long range and same at mid range untill the falls get their 3rd and 4th FG42s. Also don't forget that grens get the beautiful Rifle Nade without risking themselves but falls will need to get into open to use theirs.
Posts: 1979
1.- Rak simply needs a better range improvement than 5 additional range which is meager.
Needs something like extra 10-20 range. Somewhere around there.
2.- Volks change is not too bad. It is slightly costier now. No need for more price changes for now I believe.
Lets see how it goes first.
3.- The starting MP has been decreased from 340 to 320 meaning less men on the field early which is as they have planned and its good.
Also Volks price increase from 250 to 260 will cause definitely a loss in early manpower strength. It should do the trick.
There is a loss in MP strength early game. They will not have the same current starting strength as before for sure!
It is not that high anymore than it used to be.
1. 20 range? Thats bonkers... that gives it comparable range to the ferdinand... just give it the USF at gun stats
2. They will still be cheaper to reinforce than grens and cons... these changes mean nothing to the volks-cons dynamic unless reinforce is changed aswell
3. No but its still higher than any EFA faction... why do WFA factions always have the special treatment as opposed to EFA factions?
Posts: 783
1. 20 range? Thats bonkers... that gives it comparable range to the ferdinand... just give it the USF at gun stats
2. They will still be cheaper to reinforce than grens and cons... these changes mean nothing to the volks-cons dynamic unless reinforce is changed aswell
3. No but its still higher than any EFA faction... why do WFA factions always have the special treatment as opposed to EFA factions?
1.- I did not suggest totally for 20 range.
I said min 10 range addition up to a decision of 20 range (if camo is completely removed, though I forgot mention this exactly).
2.- These changes do mean something in early gameplay. The severity of manpower beings but later on, it should not be the case.
What do you think would be a better solution?
3.- Still the same answer, it is meant to change early gameplay which it should do.
There is no special treatment between the EFA and WFA.
Posts: 1979
1.- I did not suggest totally for 20 range.
I said min 10 range addition up to a decision of 20 range (if camo is completely removed, though I forgot mention this exactly).
2.- These changes do mean something in early gameplay. The severity of manpower beings but later on, it should not be the case.
What do you think would be a better solution?
3.- Still the same answer, it is meant to change early gameplay which it should do.
There is no special treatment between the EFA and WFA.
1. 20 range is out of the question... that would make the rak OP...
Now i would prefer a pak 38 with USF AT gun stats and TWP/APCR/insert ability here
2. Yes severity of bleed is important... conscripts and grens continue to bleed harder than volks do since volks are still far more cost efficient than grens and cons for some reason
3. There is actually... and the winrates show it... WFA winrates are higher than EFA... why you ask?
A. WFA gets free shit with tech...
OKW gets a building with healing/mechanics/a gun
USF gets a free squad
UKF gets extra howies
Sov and wehr dont get freebies with tech...
B. WFA gets powerful bullrush builds... EFA only has the penal
C. EFA has to build tech buildings further saturating their engineer role...
D. WFA gets powerful infantry upgrades or powerful elite infantry
Oberblob
Double barblob
Double brenblob
The LMGblob and the penal/7man blob are all displaced by WFA counterparts
Posts: 783
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