I think ostheer t3 is perfect as is. You get the most middle ground medium tank (better than t34/Sherman, worse than 85/ez8), and fantastic specialist tanks, stug and Ostwind. Any cheapening of pz4 could swing tanks further into axis direction with the superior infantry at options available to them.
The okw pz4 has a premium as well because of how good it's vet is. It starts off with more armor than standard, leading to more offensive vet ontop of the 2 extra levels. Any change to pricing on okw units would be have to also take a look at how good the units are with 5 levels of vet (which IMO is what is causing such polarization of balance in the okw army) |
The hollow charges could be good if they were toggled into its auto fire, but its current barrage makes it very sub par. As well its in the same building as the jagdpanzer, so it doesn't really need anti armor. It needs anti building. |
"Hollow Charge" might be useful if wasn't a friggin barrage and dealt more damage.
I sort of agree. While i would prefer better anti infantry/building (which okw lack outside stuka), the hollowed rounds would function much better if they could be auto fired instead of being a barrage
Overall the unit as designed needs to move away from barrage. It functions more as an assault gun, not a mortar, and its abilities/vet need to reflect that. |
It shouldn't have a barrage. Just increase it's autofire and make all the vet go towards making the autofire better. Right now it only gets better at what it's supposed to do when it's vet 5. Before that it's autofire is as good as it always will be.
Also replace the Vet 1 ability with incendiary rounds or shrapnel (very high AoE but low damage) rounds.
Barrage for what it does is honestly counter-intuitive. It makes the unit worse, not better.
Its vet one needs to give it better options vs buildings/static support units, but I hesitate towards flame. That's very common right now and I think a new option could be better |
With the recent manpower changes the Le.IG gun is finally usable without completely draining your manpower for an subpar unit. It still has some problems though, and a lot of them are its abilities/vet bonuses combined with what its stats make it.
The support gun has someone decent auto fire accuracy, high damage, a fast round (when fired low) and a low aoe profile. This leads it to perform best when you let it aim at a unit over barrage. And quite frankly, its barrage ability sucks ass. It has a large area it can saturate, but with its very small aoe compared to other mortars it is almost worthless. It can't really force anything to retreat, aside from getting a lucky shot on clumped up units. It makes no sense to have this accurate/low explosive round turned into a barrage ability
I think its ability should instead be some sort of rapid fire. The crew goes into rush mode and loads X% faster for Y seconds. This would suite its current iteration much much better than its horrendous barrage ability. Its vet bonuses to increased barrage duration could instead go to increasing the firing rate percentage/duration
As well, the vet one ability is completely pointless. The ONLY thing it ever works on is light static armor, such as a random medic truck you spot. As well the fact it barrages instead of targets, with the fact it has to hit to do anything leads this ability to basically do nothing half the time you use it. The OKW have an issue right now of dealing with mass support units (mg/mortar/at guns) due to no sniper and poor indirect fire outside of the expensive (although amazing) stuka. I think its vet one should simply be a temporary swap to HE rounds that travel slower, cause no suppression, but have increased aoe on the explosion Hell maybe the timed charge from the american MHT (on auto fire though, not barrage). It would give the okw a better indirect fire option for static units and buildings without having to spend so much fuel.
Overall the gun itself is good but is held back by its hideous abilities/vet bonuses. I think what i said would work well, though almost anything else would be better than current.
Thoughts/suggestions? Good/bad?
Quick edit: Maybe for its vet 1, a concussive round. Low damage, medium aoe, stunned units it hit, including buildings. Have to use with aggressive infantry to get the kill instead of mindlessly aoe-ing from a safe distance |
Queen, don't say that. Everyone needs some love |
FSJ's are fine. The only problem with the okw is that their obers are completely overnerfed. they are without a doubt the most expensive infantry squad in the game and lose to much cheaper ones. reduce their cost 300 (reinforcements as well) and popcap to 8.
And after all this is said and done i think the okw is in a good position. i still think aa track needs to be buffed by reducing the setup with 2 buts thats my opnion.
300 would make oberspam totally real. Obers start out incredibly ineffecient for their cost, but their vet makes them the best infantry in the game at vet 4.
I had a vet 4 ober with stg44s advanced upon by 4 vet 0 riflement with bars (in a custom). rifle move through no cover, ober behind a tree.
The ober completely wiped all 4 riflemen, losing only one unit ant ending with around 70% total squad health. Obers are so costly because their vet and weapon upgrades are insane |
If you use Fallsch at close range your doing it wrong. It kinda sucks that Fallsch lose a lot of DPS as they lose models
Falls most effecient area is mid dps. Most units lose their rapidly as you move away, while falls fall fairly slowly . Mid range their ratios of dps are excellent compared to other squads, while its still enough dps to actually kill units (vs poking them at max distance).
still doesn't change the fact they are 440 for a squishy evened out pzgren. If you don't get a wipe upon spawn you just wasted a lot of manpower. Imo para drop for less cost is better, having such binary units leads to frustrating situations on both sides. Either you get an uncounterable unit wipe for allies, or the okw just spent way to much manpower on a unit |
Outperform fallshirm DPS? What? That is only true for long range, at mid and close range falls still outdps them.
This is once again incorrect, falls do more at medium and long, paras out dps them at close. and given the extra 2 men for health differences, paras will dominate falls at close range. Falls need to engage paras at medium/long in heavy cover to be at a serious advantage.
Paras getting tommies swings this even further, and paras getting a1919 changes the fight all together |
They do singificantly more DPS than panzergrenadiers at all ranges, and have better vet as well.
No, they do worse dps up to 20 range. Post that they do better. And they have worse received accuracy. Their vet is better, but considering how squishy they are its risky and takes awhile to get there.
IMO, Falls are only efficient if you manage a squad wipe. If you don't their manpower cost + upkeep is way too much of a drain, and if you do you're still paying a premium price for a squishy obers. As well, considering how absurdly clumped up they are when you spawn them, if any vehicle is unexpectedly there you have a good chance at getting instantly wiped |