when US force is op,allies player is used to weakened axis,so lots of them didnt get seasoned.and when okw is strenthened to standard,everything seems out of control.
Best economy, best units. Sure Volks are bad vs infantry but you can get an unlimited amount and they have flame nades. |
I love that okw spams cheap infantry more effectively than the Americans and Soviets. What an "elite" army.
Lol Lelic. What are you even doing anymore? Even though it's the best faction ingame right now by such a large margin, it takes literally zero skill or strategy to use in all but 1 vs 1, where it still isn't very good balance wise.
Every army composition revolves around insane blobs of infantry, ISGs, and the best per category(non doctrinal) vehicles in the game. There's no interesting abilities that can overlap or potential for combined arms. This would be fine if OKW infantry was all elite, but nooooo, instead you have a huge mobile, infantry based army that's insanely cheap but fires nerf darts. Quality over quantity, amirite? Ololollol,
I love how the faction with what was confirmed by Lelic to have the strongest early game also has the fastest teching, the best vet, and the best vehicles in game that come out earlier due to the aforementioned early game and dirt cheap teching. Wtf is the weakness?
Weakness of course is combined arms, which is truly why the design of the new OKW is cancerous. You have an army that takes no skill and pounds the skull in of every other army economically, in terms unit strength, and unit scaling. But to compensate the faction can't perform combined arms with MGs, AT guns, cheap indirect, moderately priced infantry, snares, and so on. The OKW match up becomes "can I blob and micro vehicles better than you can slowly tech, slowly picking me apart with tactical play?"
That's total nonsense. After this "redesign" I'm not sure a Volks change would be enough. There's just so many redundant units, and ability sets don't encourage tactics or combined arms. It truly is a dead faction, not in terms of strength but in terms of legitimacy.
|
Everyone: just buff Volks to the level of vCoH Grens, or at least slightly weaker.
300 mp, higher upkeep, 30 mp reinforce, more potential for bleed if you use them in human wave attacks, and finally Volks won't fire nerf darts anymore.
OP early game nerfed, and we have a reason for Volks to have a really nice flame nade. OKW faction design statement finally true.
Everyone wins |
Thread: Ostheer8 Dec 2015, 00:26 AM
vs USF, sniper micro. MG42 in one key building to force nades.
Vs Sov, MG42s. |
Which is why the molotov is dirt cheap, then. The extra time it takes to throw makes up for the cost.
I think the fact that it's side research and comes on Cons makes up for its cost. I get what your saying but IMO flame nades are still a better equivalent, on a better equivalent infantry unit. (Volks=Cons IMO, both cheap, can build sandbags, and deter vehicles.) |
1) were they in green cover?
2) were you OKW or Ostheer? |
I like the old factions style. Just time you building structures when you retreat your engies from combat. |
It's an excuse to raise the cost on Volks though |
Anyone else remember the grenade Volks had a year ago that detonated in literally half a second?
Bring those back...and increase their popcap/MP cost. |
Panther can blitz and finish off enemy tanks. JP4 is a sniper |