Talking to people is subjective. That's the whole point. But whatever you say...
Here's another way to ask the question about sturms, does OKW need them as a starter? What would be so horrible about them starting with Volks instead?
Not saying they wouldn't need to adjust starting MP or some other things, but Sturm opening has always felt dumb when Pios, CEs, and REs are 3 of the other starters.
Why do sturms need to be so potent period? no one else starter units are and that faction survives?, volks might not be the strongest starting infantry but they are in no way weak, they are cheap and super hard to deal with in early garrisons. Usually okw can afford more squads at the start anyway with 4x volk openings. The fact they do not need to build anything at the start of the game is even more reason why they do not need to be so potent. make them weaker but cheaper adjust okw starting mp for it. |
This is how okw always got there way and get the silly shit they have now.
We need heavy arty even tho we have non doct stuka that does almost the same thing because other factions have it and I need it for dealing with brit emplacements. Brit emplacements heavily nerfed or useless basicly okw keeps lefh and now ADDED to another commander lmao. Not to mention they have things other factions dont that also have heavy arty like defensive trucks, and commanders with bunkers and lefh.
We need a medium tank every other faction has one, poof p4 one of the best mediums in the game.
We have problems clearing garrisons even though every other faction does too besides soviets, poof okw flame nades that do way more than just clear garrisons.
We cant deal with blobs (when in fact they are the best notorious faction for blobbing), poof mg34
Then completely raise hell at thing like when usf gets say a mortar.
Just give them satchels so they can one shot paper allied mediums, and also a sniper make sure it has body armor like whers sniper and can crit vehicles like brits. Make sure though you dont give allies an mg that pens multiple squads quickly, a light tank that has the same ability as IR HT |
Sure thing when axis can upgrade both weapon slot upgrades.
yes like no brainer activate on the field with out having to dick with weapon racks sucks. |
They took the best ability it had away from it that made the most since in the doctrine its in the IR ht scout ability. |
cav rifles are fine. They are potent early game but fall off late game. God forbid the faction with arguably the weakest late game have a commander that offers a strong early game. Sucks not being to win opening engagments on every close quarters map that okw enjoyed for ages. |
sherman smoke still seems bugged for 76mm sherman in mech. ALso usf at gun wont attack targets when you order it to sometimes even using attack target, instead it moves to where you click it to attack or target a vehicle |
sherman smoke is def bugged on mech shermans, reg sherman will just attack ground smoke never deploys, 76 sherman does nothing. it will move in range as if it is going to deploy smoke and never does. shermans pretty useless with out never stay alive
smoke does work at time but does not deploy right and is super buggy in the way it deploys. |
sherman smoke is def bugged on mech shermans, reg sherman will just attack ground smoke never deploys, 76 sherman does nothing. it will move in range as if it is going to deploy smoke and never does. shermans pretty useless with out never stay alive |
OKW struggled with maxim spam on specific maps.
Yet this had everything to do with the maxim, and not OKW, despite all the many, many changes using that justification. If the current maxim was put up against whichever patch version of OKW people felt struggled most with garrisons, I doubt they'd struggle.
Dosnt matter once you give the “i should win by just surving to late game faction” something it can never be taken away! You know like how they have access to lef to counter emplacements, guess what just one lieg counters all emplacements now but they still have the lefh and nok doct walking stuka still does artillery damage to allied vehicles emplacments haha its such a fukin joke. Who would of though to give a faction that can already delete all allied support weps to have heavy arty piece beside a heal truck guarded by an auto cannon truck that can kill wounded allied medium tanks would be a bad idea hahahha |
It's okay Rocket, tell us where the OKW touched you
Everywhere since day 1 when the biggest decision all game is where do i build my truck hahahha |