This seems very generalizing and fallacious to me.
While I like some, if not most of the changes when taken individually, the complete package seems lacking and/or unbalanced to me.
That's because if you compare it to the changes in the competetive mod there's quite a lot of them missing:
While in the mod OKW gets compensated with a buffed Raketenwerfer, they get nothing in relic's version.
Or all the heavies get a rear armor nerf, while only the Tiger I got it initially in the preview (this is changed now)
Same with Battlegroup HQ which gets buffed ISG and FHT and again, nothing in relic's version.
And the list goes on.
I'm no magician so I cannot divine how these changes actually play out, but it's my and any other players good right to voice any scepticisms one might have, just as the rest can voice their content with the changes.
Don't bother, they don't want to hear the truth. Let's just wait and see the apple rot. As for the other replies: the usual allies bandwagon steps in and +1, nothing to add, you are dead to me since years already.
@broodwarjc: i know i spoke for the silent masses, but trust me on that one, massive uninstall wave is incoming. Not unlike you, i'm ok with testing the new OKW, and see how it goes, but i am SO sceptical that i'll work with half Miragefla mod implemented, that i feel i'll uninstall too in the coming weeks. There are plenty other good games out there, why bother if this one gets frustrating ? |
Here's my take on the future of this game. This is very opinion based, and i post this mostly because of that "balance" patch that is in the works.
Current state of the game is mostly fine. Ostheer is UP in 1v1s, so is UKF. USF is probably middle ground, with OKW and SU at the top of the pyramid.
There are several "cheeses" that need to be tweaked currently in the game: the USF BAR blob of death, the Volksgrenadiere Schrek anti armor blob, and the UKF emplacement "cancer" (let's call it that way). Would those 3 aspects of the game be balanced, we would likely reach perfect state.
Now i hold nothing against Miragefla and his mod, but i won't hide that i dislike those changes a lot. Not only does OKW get through a second entire re-design (bringing the faction to a third era of existence), but it doesn't achieve anything balance related. Allies get more options, several buffs, and mostly zero nerf (ok captain's zooks, but it is minor). Ostheer receives a very small adjustment in tiers' costs, a decent Brummbar buff, and Tiger I is nerfed, so relatively minor changes overall. OKW gets completely shot in the feet by not only removing their handheld AT altogether, but also an increase in what was before a "feature" of their teching. USF still gets free squads out of their tech costs. ESL brought us some numbers at high level of play of this game, and those numbers were all allied favored.
I understand OKW volks blobs of death were problematic in team games, yet i don't think they were that impactful on the 1v1s, to warrant such a removal. A simple nerf to the weapon's efficiency was enough, really.
Now to the main point: i think it will be a disaster for the game as a whole. OKW has been a shelter for axis players since quite a long time now, not because it was OP, but because it was more fun to play than Wehr. And for a multiplayer game to be succesful, you have to have players on both ends of the matchup. If the changes go live as is, it will spiral downwards to a state of non-existence.
1) OKW players try the new balance, realize that the faction is screwed
2) Most FotM players among them switch to allies (say hello to OP Penals blobs everywhere)
3) The remainder brave enough to still play as axis will return to Wehr, only to realize how weak and tedious to play the faction still is
4) Those players uninstall the game
5) Allies search 100%
6) ded gaem
I know this post will make our beloved allies lovers spill torrents of rage; i don't care about you guys. The game will be dead for you as well as for us, and you deserve it, while we do not. |
And I was thinking excalty the same.
Pure AI tier unlocks schrecks.
AT (let's say) tier unlocks STGs.
More variety, more strategical decisions... Just a thought.
Instead of taking schrecks away, let's give a choice.
And wouldn't probably screw the whole faction as this "patch" will. |
What of we keep schrecks but, lets say:
Med truck unlocks schrecks.
Rep truck unlock stgs.
?
Would have been a smarter change, if shreks were nerfed accordingly, rather than this whole faction re-design. Since T2 is mostly infantry play and support weapons, having shreks in this tier is really fine, and since T3 is vehicle play, having STGs there seems rather interesting. |
That is EXACTLY how side tech works, welcome to allies since forever.
You sound like an angry kid that just seeks revenge. Guess what ? Current OKW winrate is not even dominating anything at high skill level, do you really think it should be nerfed from 3 angles ? Now the real question: do you want this game balanced ? Or just wish it was axis rape party ? In this case, have fun with 100% allies search time once patch hits.
Complete disaster is incoming. I bet the OKW winrate is going top drop MASSIVELY. As it has been said, the patch not only removes handheld AT from volks (which make the faction super vulnerable to light vehicles -i doubt current state Rak43, even with faust suppport will be enough-), but also rapes the faction economy (and field presence) with side techs.
One of these change might be OK, but both at the same time is overkill. |
Besides, I'm pretty sure IRL rear armor was pretty weak and couldn't take much if any punishment.
To be fair, it's better not to bring IRL in tank battles in video games. Most fights ended in one shot battles, hence why some cannons were able to fire a few kms away rather than 200m engagements as we have in CoH, that last forever. If you take that into account, rear armor was in fact not needed most of the times, and the tanks were just moving cannons, sniping their counterparts with binocular spotting. Flanking was obviously a factor for western allied armor though, as most of their tanks were quite nimble. |
So removing shreks (note- not talking about volks shrek but just shreks), something axis had and set them apart, is fine?
In fact, if the faction is balanced correctly around the removal of said shrecks, yes I still doubt having only faust as infantry AT is enough to fend correctly microed light vehicles, but if the AI buff to volks in the form of STGs is decent, why not. Wait and see i guess. |
I think it would be best to just give them all the exact same stats and price and work from there.
Then look into buffing other AT options as needed.
Might be ok balance wise, but horrible for the flavour. I don't think anyone would play CoH if factions were just reskins of the same core units. |
You're surprised at the outcry?
OKW had it effrotelessly easy to deny all light armor and good part of medium armor with little to no skill, right now they will need to build dedicated units and actually use their heads to position and bait, like UKF and Sov did since forever.
Obviously panic is the only possible choice from OKW players and especially the fanboys(just look at mycalliope alone loosing it).
There will be a lot of changes, a lot of new dynamics and synergies, we'll have to relearn at least 2 armies. Changes on this scale rarely happen.
Since you want to remove no skill play from the game, let's remove BAR from USF shall we ? And give them Pak to compensate. It's the same caliber of changes that OKW gets. |
I think it is fair to point that Raketen are maybe fine defensively speaking, but they are not fulfilling the role of infantry AT (mobile and offensive AT). So basically OKW will be the same sitting duck that Ostheer is, playing reactively against the hordes of allies blobbing (with Penals joining the party now as well as untouched OP riflemen). But whatever, this patch will change until it goes live. |