If yo want to redesign OKW, make the mechanized regiment more appealing. The problem isn't the volks, is that you only build volks and never light armor.
I have been watching some live games USF vs OKW this week end and basically OKW players are just doing a mix of volks + sturm + JLI/Falls + 1 or 2 raken into T3, 1 or 2 obers and a Pz4 or Panther.
No Half-track, no puma, no Luch, no Jpz4, not even the maphack sdfk (forgot its name) while every USF players was at least building 1 light unit (m20/ht/stuart).
Flamers are useless vs armor and I'm pretty sure the HT and Puma are on the right spot today vs USF, the problem is how to access them.
Definitively, something need to be think around the resource penalty. Or to switch the penalty on the manpower or to modify how its apply to OKW, or purely remove it and readjust prices.
At the moment OKW regains access to its light armor, it will become viable again in 1vs1 and 2vs2 and I'm pretty sure you'll don't need to change unit stats for that.
That's the whole issue you don't seem to get. As OKW you are so bound to your battle-group headquarter that you are on cold turkey once its gone. The issue is to solve this dependency. What if you lose your battlegroup headquaters for example and you have only 30 munis left but 5 squads to heal? Surrender? You don't seem to get the issue.
Faction fairness balance wise would be kept as the proposed solutions are still inferior to brit heal, since they are not as cost effective and only a specialist squad.
Isn't that the basic of the game? If you lose something important, you're on the way to the defeat. If you kill/destroy something important to your opponent you are on the way to win.
While a nondoctrinal mg would help, I would rather see volksgrenadiers reworked. Make them cost 300 mp and more popcap, with better stock rifles (grenadier stats?). After 1 truck is built, they can upgrade to either 1 panzershreck and the ability to build sandbags, or 3 STGs and some kind of utility ability (smoke?).
This way, blobbing volks becomes less of an issue, due to their high cost. It will also lessen OKWs propensity to float.
In return, OKW finally gets a good scaling basic infantry force, which can be useful on the assault with STGs, or on the defensive with their rifles and sandbags. It will also make OKW feel more like the specialist army that it was originally, and make OKW more decision based as to where they want their munitions going, making them feel more 'starved'.
Thats just my view on the matter though.
I like the idea, and let's call them... hum... Sturmpioners!!!
Why would a t0 mg be imbalanced? Ostheer already has this, and it's not imbalanced. Further, it's already a doctrinal option at 1 cp so it's clearly not imbalanced now. The only thing would change if MG's are not doctrinal is that players don't have to choose between call in infantry and mgs.
Why would this necessitate a t0 mortar? USF can already handle OST which has a t0 mg, and there's no major imbalance in that matchup. I would recommend giving OKW a try at this point.
If you don't see why a T0 HMG would break the balance, can't help you.
I give you a hint, it is the same reason doctrinal Mg34 is behind Cp1 and has low suppression capacity.
If its so easy to win with OKW & OST in 2vs2 then please go ahead, get a TOP place after playing 10 games with those factions in that mode, since you haven't done that yet, because this thread is about 2vs2 balance. Nobody cares for 4vs4 ranks as they are easy to achieve.
OKW/Ostheer winrates were in the same state before the ISG nerf on top, its not like the plummet, they stay they way they were/are.
The thread is about Axis team game, and there isn't such a big difference between 2vs2 and 4vs4 since majority of 4vs4 map are designed as 2vs2+2vs2.
If it was so easy to play Allied and Axis so Hopeless, Top 200 2vs2 and above would be fully filled with negative streaks which isn't the case.
Axis is not in favor anymore in team games, yes probably.
It's actually harder to play them than Allied, yes probably.
Axis is facing issues Allied were facing 2-3 months ago, yes for sure.
You were bullshitting people at that time about Axis units and gameplay and bad boys appealing to defend the gap in game searching between Ally and Axis, yes for sure as well.
There is no reason for me to prove you anything, but you to prove us you are actually trying anything, any combined gameplay and using game mechanisms in order to win.
It is too easy to only use wrongly a unit and ask to buff it instead of using it correctly and combining it with other units supposed to do what you really want.
So the essence of ur post is - L2P.
Say that to the abbysymal win rates,given that top 150 players are counted i guess its L2P for them all.
Yes it is, I'm also part of the top150 2vs2 with USF, and top 50 in 4vs4 so I know well what people I'm facing are doing in those modes.
After a month of abusing ISG spam to win, many OKW players are just going back to their real rank position. But building Obers and combining and microing them with Volks and sturms? Too hard, if it doesn't work in a blob that requires too much micro!
Majority of Ostheer players can't do anything else than gren spam or ostruppen spam or pzgren spam, same at top150 2vs2 or top50 4vs4. Mixing them, using their combined force? noooo too hard!!! too much micro skill requirement.
Ostheer is probably the faction providing the most variety but you never see it in game. There is always the need of spamming one unit and whining in the fora if this unit isn't enough OP.
I like reading people saying a unit they never use and learn to play with is shit/trash.
Since Obers are balanced, nobody use them anymore or really wrongly. But people are still crying they do not do the job. I well know that, I face OKW players half of my 1vs1 games and Obers are simply never seen on the field. That's funny when you see their T3 built at 7 minutes.
How can you know if they are bad or good if you never use them? Or so wrongly like an assault unit.
How can you ask a buff for Volks if you never use the exact unit dedicated to do what you beg for = AI power.
I have ready someone in this thread saying "Pzgrenadiers are shit, I don't use them since a year". Woooo, How can you estimate a unit is shit if you never use them? I played a single game as Ostheer vs Brit yesterday and build 3 of them, get them all vet2/vet3. I have myself little experience with Ostheer but I remember what I read here, "don't try to close the range, keep them in cover mid range and they'll do wonder..." so I did and so they did.
Again, I knew Pak is not meta vs Brit so I simply didn't build one and I went for an early Stug, and I owned his centaur in 20 seconds.
I knew if you get too confident with Ostheer and overextend too early, you can get hammered really hard, so I didn't extend further than owning 1/3 of the map + harass his fuel until I had enough units to extend to control 2/3 of the map and here again, it did wonder.
Here again, how can you ask for a 240mp grenadier squad being at the same level than a 280mp unit? how can you simply ask to have them going toes to toes with rifles or IS? There are many videos showing pzgrenadiers correctly used beating rifles and IS, simply use them the way they must be.
this topic is a concentrate of L2p frustration, people who doesn't want to learn to play the gameplay and game mechanism and beg Relic to modify the game at their convenience...
USF have a free unit when they tech up, lt is brutal with thompson and bar, paying 15 fuel and 150 mp is kinda acceptable to be able to equip EVERY unit ( hello cheap RE ).
As Ostheer is forced to go T2 kinda fast cause light vehicule ( and the need of lmg 42 ), USF is forced to equip rifleman to be able to continue crushing grens ( or just rifle flamers like 90% of usf player and no need to pay 15 fuel and 150 mp )
I don't understand where you want to go, I didn't say the problem came from T2 free upgrade lmg, I pointed out that this is meta because it has been designed like that (reference to original coh2 matchup sov vs ost). SMGs (or better SMGs) should have been the first unlock for any factions, BARS included, they could have design a 1st upgrade Nothing>Thompson and a second upgrade Thompson>BAR or simply put Thompson upgrade available T1 and BARs only T3 and something similar for Ostheer.
but like I said, Sov/Ost original design was around Sov dominating short range from the beginning vs Ostheer dominating Long range from T2 so they clearly fucked up the topic from the early phase of design.