I don´t like how the factions get more and more similar. It´s starting to become mirrored. This eventually makes it more balanced, yet also more boring. The factions lose their character.
OKW was designed about fewer yet better vetted vehicles. The resource penalty balanced it (the units and bad vet5 made them weak last patch). Now OKW is going to pump vehicles out like the other factions. Vet5 is offering some pseudo bonuses. Why make it 5 stars at all if they don´t offer you that much more? The strange thing is that people complained about how weak vet5 is on some units and the (imo lazy) solution is to get almost rid of it and make OKW get resources like the other factions?
Fuel and ammo conversion is gone. That also means less unique strategic decisions for OKW.
Moving vehicles into later tech buildings makes it too similar to other factions too. The tech system is still different but too similar for my taste. A Jagdpanzer IV early didn´t break the game.
Also unique abilities like the Wehr Elite troops disappear. This was also a unique strategic decision. You could make a vet3 infantry start. Now that tactic is also gone.
Kind of disappointed by all this. I´m not complaining that OKW is going to be weak. I´m complaining that OKW is going to be strong but boring.
Last but not least OKW with the resource penalty and vet5 units gave the cool authentic late war flavor to the German faction. You are short on supply, have Volksgrenadiers that are rather weak bolstering your troops, yet you also have experienced veterans. Now you have just another faction.
OKW was boring before...
Build Shrek blobs until Panther or JP4 and P4... if they die you lose, if not you win.
With the rework OKW now has a reason to go Mech before Healing. Shrek blobs are still there and need to be addressed.
People were/are complaining about how hard it was to even get to Vet 3 on anything(except Volks) let alone Vet 4-5, for a faction whose strength was supposed to be Vet 5, you rarely ever saw it ever.
The Ostheer has the most or second most commanders after/before the Soviets. Removing one hard to balance ability in one commander isn't going to ruin the faction (besides all you do is delay Pak 40 some, you still build almost EXACTLY the same units).
Late War OKW was ridiculous to balance and went from OP to UP to relying on a crutch ninja buffed unit(Leig spam) to being UP again. The flavor of building truck bases in the field, having Vet 5, and having better armor units than early war Ostheer is still there.
|
To make this work and not fail epicly, Relic needs to have mystery crates that you buy with supply you earn in game and can get with real money. In the crates is a random assortment of skins, bulletins, and a rare chance at a commander. DO NOT add any kind of repair mechanic to this. Have different tiers of supply crates with better or guaranteed chances at higher grade bulletins/skins/commanders that cost more supply.
Basically like the card system in Halo 5, that is doing really well and doesn't rely on repair. Repair is what could kill the game, having to spend points to fix something I already paid $4.00 for is BS. I am fine with them changing commanders after the fact for balance reasons, but don't make me work to use them AT ALL on top of that by making them break from use. |
Lmfao people in this thread actually thinking the croc gets blocked by 1 tank
Yeah, the Croc's main gun isn't bad at all vs medium tanks, it is not good against Panthers or Tigers, but it definitely isn't terrible at AT like some people think. |
5. And we came back to the start. Rifles are very flexible and can be truly powerful with upgrades, because... There isnt any other non-doc infantry to fill gap of late-game units. Same applies to Tommies - weapon racks to make them powerful because there isnt any other option.
You have some doctrinal late-game infantry options, but Riflemen and Infantry Sections with their upgrades and Vet can go toe-to-toe with most any other infantry in the game so you don't need late game infantry as much as other factions. |
Fuel cost should only be 180-200 not 230. It does come really late for something that has limited AT and a whole lot of AI, but it did get nerfs so the fuel one is a little too much. |
I think something should be done about USF late game to make other commanders viable instead of just Rifle Company, Heavy Cavalry and Armor Company the reason why these commanders are so popular is they offer alternative tanks and that help your late game while also having other abilities that stengthen the early game (flamers, Assault Engineers, Rangers etc.) if the Sherman were to be buffed then whats the point of having the Easy Eight and the Jackson is fine where it is (glass cannon) but USF could really use a non-doctrinal armor unit that can take a few hits something the Russians lack aswell the other factions have Panthers + Churchill
If you choose Recon, Airborne, Infantry or Mechanized while these commanders offer some good early-mid game abilities or good off-maps they are also shadowed by the ones with armor call ins
I dont play Soviets much so Im not gonna give my opinion on them
Also Im talking from an 1v1 viewpoint I know some commanders without armor call ins have use in team games
Buffing or adding a non-doctrinal unit won't make other doctrines more "playable". All doctrines are playable as none of them take away anything from a faction, some are just better than others and the best ones will always be played more than the weaker ones. There is no way to make even EVERY doctrine as the good ones will always be good due to doing better things.
The philosophy is, play good doctrines to win, and play weaker doctrines for fun, but be prepared to lose. |
Agreed.
Yeah it could use its fuel cost back. |
All commander abilities have counter play. Smoke for arty gives the opponent time to move, smoke for planes gives them time to move and the planes can be shot down, call-in units can be destroyed, ect...
Why can't resource planes have a risk and be shot down? The non risky conversion of resources from CAS is what got people pissed in the first place, but now that only risky ones her, everyone is bitching. I have played with the Soviet Lend Lease plenty of times, and rarely does my fuel plane get shot down, even against OKW.
I could see them at least splitting the Soviet fuel into two planes and making it a fixed amount like the Ost, but I won't like it if it was guaranteed. |
USF gets free squads
Wher gets free access to grenades and upgrades
Ussr gets 6 men squads
Brits get base arty
OKW gets:
1. vet 5
2. Free access to grenades and upgrades
3. Effects of field HQs
4. Scavenge
5. Better armor then any other faction
This isn't a problem with OKW getting a bonus like the other factions. The problem is the have TOO MUCH bonuses.
I do want to point out that while every faction has a Pro over the others, they each have Cons as well. So just theorycrafting about one section of a faction's design does not hold up in game. Ostheer has to tech through 3 levels to get their best tanks, while Soviets don't have as good stock armor as other factions, USF has no heavies and their early AI stuff(Lt) is split from their early AT stuff and light arty stuff(Cpt), Brits have expensive MP costs and no mobile arty, OKW has bad team support weapons(no non-doctrinal MG), can't build caches(this is why they still have scavenge), no good garrison counter(Leig is bugged to not hit buildings or barrage target), while other factions have flamethrowers or smoke nades or base arty(Brits).
However I could see locking Shreks behind a 100MP 15 fuel upgrade in HQ called Tank Hunter Tactics and cost the Shrek at 70 munis(they are paying 90munis for it, because it doesn't have a fuel cost), but you need to give Volks fausts. So they can counter clown car rush(Raketen can't reliably come out and counter this strat and this has been proven before) as it will rise up when Shreks aren't immediately available. Raise Ober's LMG to 70 munis(Infared Stgs could go to 80 munis). Lock Panther behind Increased Armor Production upgrade in Schwerer for 150MP and 30 fuel(Brits pay 50 fuel for their Hammer and Anvil, but it comes with several additional abilities). |
Then why is it that a pintle MG for a Panther costs the same as a pintle MG for a Tiger?
Obers MP cost is overpriced, LMG34 upgrade is underpriced.
Yep, decrease Obers cost to 340-350MP and then up the LMG to 100muni. With the purchase cost of trucks and MP cost upping of Volks, OKW shouldn't float MP like they did before. So if some of their fuel and muni costs go up then MP costs need to go down on certain units. |