DPS of MG42/M1919/MG34/Bren LMGS should be nerfed across the board. |
OKW has a shit midgame outside of fast P2 so they have the best early game to compensate. You can debate the effectiveness of this early game (Volks could be 260 mp imo) but that is why. |
Riflemen M1919 is overperforming and needs a DPS nerf but dual wield capability is fine, the factions are designed around it so you cant just remove it.(Lack of a good US MG team, lack of nondoc elites for UKF/USF, other stuff i cant think of right now.)
Rifle smoke is less for countering MGs and more for harassment and blocking los of AT guns and stuff imo.
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USA having OP mortars and OP base infantry is pretty much what happened IRL, imho the disparity between the M1919 and the BAR should be compressed so M1919 is a tech free bonus with 10-20% more DPS as opposed to BAR.
Swapping mortar and .50 cal may also work. |
this thread makes me sad.
okw gets t0 kubel and sturms, best lights and mlrs, flak hq, and stock heavy.
like play the faction to its strengths instead of complaining about it not being an a-move blob fest anymore.
again, kubel play let's you beeline any mid game strat you want and inflicts mp bleed |
This is a real life concept called bounding. It's especially effective with Rifles, because with smoke they can block LoS of HMGs or other units that punish infantry movement. |
I don't like the infantry- base troops seem like upgrade reliant Volks, engineers seem to be Sturms. It makes sense to just make engineering part of an upgrade path for the core infantry somehow, building on the flexibility theme.
I also think the officer should be the cornerstone of the army, and that "specializations" should just be fuel based upgrades like with the Brits.
More on the officer: it would be neat if he could give off different kinds of auras depending on his level/upgrade/doctrine, like a "Zeal" aura where units fight harder but die faster, or a "construction" aura where buildings and repairs and maybe capturing are done faster. Slap him in a 250 Halftrack and you have a solid commander that can zip around buffing different parts of the army at ease.
I would make the officer less about active abilities and more about passive ones, and auras.
In terms of teching I think the faction is similar (too much) to the UKF. It would be nice if there was more early game choices to be made, because I see 3 core troop into a motorcycle into tech as the BO every time.
IMO make "aggression" and "defense" fuel based upgrades that aren't mutually exclusive (but hella pricy to get both) and use side upgrades to stagger the arrivals of new units to add variety into teching. (T0 side upgrade for the Skz 250 for instance.)
Overall 8.5/10 on the faction, I love it and could see it honestly.
EDIT: on infantry, it would be interesting to copy the Space Marines model from DoW2, the 5 man line troops acting as cappers and light cqc/garrison clearing while the FJ are elite 3 man teams that's sole purpose is to output ranged dps, tank, and defend territory. Core troop must choose between engineer upgrade, LMG upgrade, or SMG upgrade. FJ must pick between FG42 or Shrek upgrade. |
1) remove racks
2) gib sappers Piat upgrade
3) gib Tommies Bren upgrade
4) make Bren upgrade give Button ability |
All meta Ost commanders have panic button call ins, address Osts shitty infantry, or have MHT for anti ukf |
OKW has same general design as USF, with t0 healing swapped for t0 at gun. USF pays 15 fuel for BARs, OKW pays 15 fuel for universal repair.
IE it's a rush faction at heart. Harass early with 5 Volks and a Kubel, get Stg 44s, segway into one light vehicle, then put the Shwerer in a good spot and get a tank out.
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