OKW
Overall theme of rework idea - A few powerful units supported by more numerous less powerful units
Starting resources reduced.
SWS cost reduced to compensate
Rakketen
5 man
Range from 50 to 55
Can’t move while camo’d
SturmPioneers
Equipped with g43s instead of stg44s. Better than line infantry at all ranges, but not dominant.
Equipped with incendiary grenades
Can heal like British medics instead of health crates
Can upgrade both Sweeper and schreck
-This is to reduce the early game dominance of OKW, while keeping to the theme of a few powerful units supported by multiple weaker units.
Volksgrenadiers
Received accuracy increased
Removed incendiary grenades, + stun grenade
-Volks are over performing for their cost, and the incendiary grenade allows them to deny enemy cover & easily win a cover fight
mg34 - same
ISG
ISG moved to the HQ. Requires 1 converted SWS truck
Battlegroup
Theme - Assault infantry supported by vehicles
ISG moved.
IR half track removed
-Bugged, and OP, even without the bug.
+ Kubel
Increased HP and long range DPS
At 65% health gunner injured (-50% dps), at 35% health gunner killed
-The Kubel will now have reduced effectiveness when damaged, just like infantry. Accuracy vs cover increased to compensate for inability to use cover
+ Panzerpioneers
Equipped with strong MP40s
Can be upgraded with a flamethrower or stg44s (60 muni)
Can be upgraded with advanced combat training (30 muni) after the Schwere panzer HQ is set up. Increases long range/stationary dps.
Bundle and Frangible(vet1) grenade
Flack HT
Can fire on the move, with a -60% burst length modifier unless set up (still 1s)
Stuns/forces infantry to crawl instead of suppressing.
Suppressing strafe added(like Centaur) 10s cooldown afterwards
-blob control
-This keeps the Flack HT as an effective support unit. However, enemy infantry can now charge and snare it.
Mechanized
Cost standardized with Battlegroup
Theme - Assault vehicles supported by infantry
Puma moved.
+221
Increased HP and short range DPS
At 65% health gunner injured (-50% dps) at 35% health gunner killed
Increased accuracy versus squads in cover
-The 221 will now have reduced effectiveness when damaged, just like infantry. Accuracy vs cover increased to compensate for inability to use cover
(Elite armoured allows 221s to be upgraded to 223s, OR 223s can be called in with 1 converted SWS truck)
+Obers
Can be upgraded with a flamethrower or a mg34 (60 muni)
Moving DPS reduced.
Can be upgraded with advanced combat training (30 muni) after the Schwere panzer HQ is set up. Increases moving/short range dps
Luchs
Suppressing strafe added (like Centaur). 10s cooldown afterwards
-Blob control
Schwere panzer HQ
Split into 2 sections
Tier 3A - 60 fuel, 180mp
+Puma - same
Panzer 4 J Battlegroup 170 fuel 360mp - call in 1 panzer4 J tank. Can only be produced if no panthers/panzer4s/KTs are on the field
(Flame Hetzer)
Tier 3B 60 fuel, 120mp
Panzer 4 J
Armour reduced from 234 to 180, health increased from 640 to 800
-Improved consistency (less bounces, but more hits required to kill)
Panther - same
Konigstiger (still requires all HQs)
OKW rework idea
15 Aug 2019, 10:27 AM
#1
Posts: 789
15 Aug 2019, 11:06 AM
#2
Posts: 1979
OKW
SturmPioneers
Equipped with g43s instead of stg44s. Better than line infantry at all ranges, but not dominant.
Equipped with incendiary grenades
Can heal like British medics instead of health crates
Can upgrade both Sweeper and schreck
-This is to reduce the early game dominance of OKW, while keeping to the theme of a few powerful units supported by multiple weaker units.
i sense spam in this idea...
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