OKW base structures were provided with bonuses to allow them to hold ground because they could not field as many tanks as other factions. With these new changes the bonuses acquired by building these structures should be removed.
You still risk your tech structure by building it in the field and the Repair bay got its resource swap ability removed, so there is that. Also the FRP ability is very expensive.
For instance, now with full fuel OKW can place a Schwer on the field, early and far forward giving it huge map control potential with limited risk which before was more of a handicap because they would not receive a tank from the building for another 5 minutes or more.
Can you build T4 before T2 or T3? If so it needs to require T2 or T3 first. Otherwise you still have to wait until you get enough fuel for a tank, plus it takes longer to build the trucks and that costs resources now so the timing for tanks is about the same.
The ability of OKW to field more tanks also means that units like Obers, which are designed to soft counter their hard infantry counters, need to be looked at very closely. Almost certainly their LMG34 needs to go up to 120 munitions.
Um...no, not for a single LMG34, how about we meet in the middle at 80munis?
Call in infantry probably should also require an upgrade, as the reason they did not have it before was to compensate for limited munitions.
No it was because they are very expensive manpower wise(you now have to pay more manpower to build your trucks BTW, so less for unit spam). Maybe for G43s on Panzerfusiliers.
OKW Panther is too good for its current place. It should be in Schwer but require an unlock within the building to build.
Maybe cost increase to 185 fuel?
Shrek blobs are gonna be the be all end all in team games. Volks, if they are to remain this way, may need to lose shreks, and have an upgrade that gives them fausts. They could then gain an MP40 upgrade or something else to help improve their dps. As it stands Volks already vet faster in team games because shreks let them hit vehicles quickly and pick up vet. While allied units are shooting at low cost volks squads for limited vet options.
I want this(and so do a lot of other OKW players)because relying on Volk Shrek blobs every game is BORING. Give Shrek upgrade to Sturms and give Volks panzerfaust on build(they do cost 250MP now) and after first truck give them a 60-70 muni dual MP44 upgrade.
Vet 5 seems completely ridiculous now, outright better form of the vet system all other armies depend on.
It in fact is a more terrible form of Vetting than any other faction. Most of OKW's Vet is one stat increase or ability unlock, most of the other faction's Vet increase are 2-3 stat increases or ability unlocks. Vet 5 also takes WAY longer to reach than Vet 3. If anything they need to either decrease Vet requirements or redo Vet 5 into Vet 3 with the appropriate stat increase adjustemnts.
Luchs is too good. Its ability to chase down and wipe squads is much higher than the stuart or the T70. If it is to remain in place it needs to come with low health. As it stands if you start to lose and retreat, while this thing appears it will instantly be game over. The vet on the Luchs is also outright better than other light vehicles
Yeah...try reliably getting to Vet 5 for even 1/2 of the games you play and you will see it is super rare to even hit Vet 3.
JPIV still needs to be addressed.
I agree that the cloak needs to be toned down in its abuse.
PF rifle nade bug still not addressed, needs to have no maximum distance.
The worse AT snare in the game, its range is garbage and it refuses to fire 80% of the time.
JT, used correctly, is still unbeatable in team games, and will be more so now with tons of munitions to build mines and shreks. Unit should be closely examined. The reason it existed before was to compensate for a faction that would have 0 tanks on the field when it arrived. Now it can support multiple tanks, which makes its synergy too high.
It could use a fuel increase due to no more resource penalty.
OKW sturm pios with flames are going to be too good. The unit was as good as it was to compensate for how few you would have. Now with munitions and more MP because you can afford vehicles (which don't have to reinforce) these units will be way too good. Build into that their vet will help the vehicles repair faster and things are going to get out of control.
Once again I think a lot of people are overlooking that trucks now cost MP to build and time to build form the HQ, both of these things take away from previous conceptions of how the OKW plays. Given how meh the rest of the doctrine the flamethrower comes from is, IDK if Strum FT spam is going ot be a meta changer.
These changes to OKW have huge knock on effects that are not considered in the current patch notes. OKW cannot get straight buffs across the board (as they have here, excusing small changes to vet 4 and 5). OKW's ability to control team games will increase greatly at the expense of all other factions.
I disagree, because on paper most things never work out like they do in real life. Some time and cost has been added on to OKW teching that I believe you are misperceiving and overlooking.
Edit: OKW abilities should have their prices raised to bring them in line with other factions. For instance ability to shoot through walls for JT needs a price increase, Combat Blitz needs a price increase, etc.
I can agree with some price increases to muni abilities due to resource change, but not 100% increase like you suggested for LMG34.
As I stated above I think some people are overlooking increased tech cost and time for the OKW in their assessments of the faction changes. I do still need some things need work and some costs need to be adjusted. Let's just not go overboard and hit everything with a nerf bat until the faction has had some time to settle and people have worked out strategies.