Rifleman/Panzerfusilier AT rifle grenades no longer have a minimum range requirement
OOOH Yeah. |
OKW in 1vs1 suffers a lot against mgs. Can't recall how shitty was to play against maximspam back in the day. .50cal in certain maps is an autowin due to the lack of tools to counter it.
I like all the suggestions given in the post. Whatever it needs to encourage combined arms for OKW which now it's the most simpler and boring faction to play.
.50 autowin vs OKW, I'll like to know what are those maps. |
The question is tricky, it depends on what you need. Keep in mind it is all about your feeling during the game.
Grenade are situational and you'll probably unlock them vs Oshteer vs HMGs play. Do not mind to wait your T1 or T2, unlock them if you need smoke and don't want to use the mortar. If you play well, the 25mu cost is negated by your freedom to flank and cap on the map, target his fuel to slow down his tiering to your level.
BARs/Zook, I usually unlock them right after T1 Lieutenant and keep 50 munitions un bank for an early zook (in case of early vehicle rush), but I equip BARs asap, early BARs are a must and can give you a strong momentum early game, the difference in firepower is huge and having two squads with BARs (one RM + Lieutenant) worth the price. the only notable exception is if there is a sniper and I need a fast M20.
If I plan T2 first, I unlock BARs/Zook before building the Captain because I'll be short in fire power before fielding the stuart or Pak.
Ambulance, before T1 or T2 on a balanced match. If I dominate or there isn't a low life squad I can build it later.
About build Order, the general idea is if you go T1 first you build 3 RMs first. If you go T2 First, you build 4 RMs. Then what you build around is up to you. |
OKW lategame isn't very good, it is only effective because you can't afford an equally sized army due to their infantry out grinding you and pushing you off the map.
OKW lategame comes the earliest, but unit per unit I would argue its weaker than even USF, and only beats USF typically because of Rifle bleed prohibiting a USF player from actually building an army, which is a factor from the first few minutes of the game.
So what's the definition of good late game? |
M3 Halftrack
The unit feels better than the live version, better DPS and more survivability. The cost decrease is indeed great. The problem is the AS squad inside that have close to zero purpose the moment its hit the field.
IMO calling it empty is enough, with a price decrease.
M21 mortar halftrack
If I was asking for the mortar HT previously, it wasn't at the cost of the Arty call. The unit is good but I think there is too much call-in in the doctrine now. Or keep it and remove the Sherman 76mm or remove it.
WC-51 dodge
The unit is great, I guess you can set back its initial MP price to 240 and maybe reduce the MG upgrade to 40mu. So it increase the windows time you can use it aggressively while making the USF player taking a bigger decision early game to call a non combative unit.
The unit have a far better responsivness and the HMG upgrade is far better than the live version. you can keep the jeep behind your squad for maximum support fire.
Be careful with the 155 artillery call, this is a powerful ability and I'm not sure if it should be available before CP08. With it on the jeep, as soon as you have 180 munitions you can call it...
Raid tactics
I have mixed feeling about it, you can already cap point with vehicle as USF but it is great for your infantry.
76mm Sherman
I would recommand to remove it and buff the upgrade the sherman recieves. (see below)
Bulldozer upgrade
Great but not enough. Make it more expansive and giving more life and more HP like 100 HP and 80 armor for 120 munitions and make this option only available after building all tiers. So USF get another Pershing like unit option for the late game. (I'm not sure if it is possible to make it unique)
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Mechanized USF is very cool, maybe too cool! Remove the mortar and put the 155mm barrage back on CP. It becomes too OP on teamgame when the T3 arrives around CP5...
On the games I played vs CPU, bodies were disapearing right after being killed.
I heard a "Reco package is ready" kind of from a riflemen I completed the reinforcement while I wasn't playing with the reco commander. |
Locking it behind medics is a no-go, as it got already shot down hard during WBP. As a result, FlakHT, which costs 55FU, currently has one of the longest building times in the game.
The hidden cost of rushing FlakHT is that it takes incredibly longer for the player to tech medics. Maybe a soft nerf to FlakHT arrival time is also nerfing the research time of the medic upgrade?
Alternatively, we can make it that the FlakHT setup time is reduced at Vet0, but make it cause less damage at that vet level (e.g., 20-33%). Then, the player would have to reach Vet2 to be able to enjoy the same amount of firepower as old vet2.
Exchange the defensive smoke with the setup time? |
Sherman Modifications (Replaces Offmap Barrage)
The new commander ability will help the commander offer some additional offensive options into the late-game.
Allows purchase of 76mm shermans from Tier 4 (Identical to Soviet Lend-Lease Sherman)
Bulldozer upgrade (Available to 75mm Shermans only)
Allows Sherman tanks to clear obstacles and hedges
Allows Sherman tanks to create barricades (similar to the 105mm Bulldozer Sherman)
Increases hitpoints by +80
Reduces speed and rotation by 15% and 5% respectively
Does anyone knows the price for the 76mm sherman and the bulldozer upgrade? Have to see how the +80 hitpoints counter balance the -15% speed. |
I have the same feeling about the 155mm, removing it leaves USF without any interesting artillery commander.
I need to test the doctrine and see more in details. |
Problem with med truck is you get destroyed if you don't go luchs because volks can't stand up to 2x BAR, 2x Bren or penals. Then you have to rely on the underwhelming team weapons of OKW or Obers which come late and take awhile to vet at that point.
At the time you get your healing truck, nobody has dual BARs or dual Bren, or maybe in one squad only. On the meantime you get access to dual STG and lavanade on volks and HMGs...
I have played some games as OKW with my friends lately (internal games, don't look at my stats), and while being quite noob with OKW, I had really good success with the T1 ISG + halftrack. I forced them to dive hard with their tanks to finally take down my Halftrack.
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