Tie all the resource income from 1v1 to 4v4 the same and the game will be fixed.
That's easy. Make the sum of all resources from 4v4 maps like the sum of all resources from 1v1 maps.
At least make a try. I am sure what it makes the game unbalanced is the speed in where we pass from early to late game.
True. |
So yeah, let's hear it.
Time to see what people realy think about OKW, in terms of balance. Here is the most simple poll.
So you think OKW currently is: |
Raising absurd fuel prices per cca 10%, reflect raising income from 66% to 100%. Still awesome deal.
And Relic forgot raising fuel for JgPzIV. Psssst
I am not saying it's a bad or a good deal. In fact, I am expecting other fuel price rises, including for JagdPanzer, because, you know, everything Axis have must be super ultra expensive, like maybe building one P4 and that's it. That is enough for an Axis faction. But still, it would be a balance problem for 4v4s because, you know, there will be 4 panzer 4s on the map wich will be blatantly OP...isn't it? |
I am going to stop replying to you because YOU make no sense.
This thread was made because OKW/Axis were overbalanced with the support of statistics.
You go on a tangent telling me to l2p because we can't handle current OKW Build order.
I reply there's a lot less skill and more versatility in a shrek blob and you'd take "terminator rifles" over 17 min KT.
I play with all factions to show that I at least tried to see how certain units are OP and broken.
You fail to comprehend the creation of this thread and instead just defend Axis without substantial proof nor evidence especially in a statistics thread. Have you tried playing Allies after OKW revamp? If you actually have 50+ games since then, I'm sure you'd understand....
Everybody bow before the 3v3 / 4v4 hero. He knows what balance means!
Chill dude, nobody told you L2P, I never saw such a thing in my writing. I see you want to cry your frustration around here, go ahead, I don't want to stop you, but you brought into discution the "19 minutes KT" and I don't remember defending that. I was responding to a guy who said that there are NO OPTIONS against Panzer 2 rush. Remember?!
And I am saying it again: As long as bazookas, captain, mines, ZIS and AT grenades exists, I claim my right to say this is bull.
You derailed the discutions to your 4v4 problems, and frankly, I couldn't care less about those. |
leave the volk alone!
+ 1 |
but people is asking to move then to sturmpios, not to remove them.
sturmpios, available from start, raketen too available on T0.
sooooo, or I´m missing something or your explanation is not good enough.
Sturmpios need to keep their AI capabilities throughout the game so I disagree with moving shrecks to them. Also, in feuersturm doctrine they have the flamer upgrade.
More than this, sturmpios it's a unit that already have plenty of tasks: repair, field defences, mines, AI unit. Giving them also an AT role, would be unfair and overwhelming for them. And their task number would be blatantly unbalanced compared to volks. |
Thread: Ostheer14 Dec 2015, 10:02 AM
-MGs are your friends. All 3 allied factions will outnumber you with infantry, don't be afraid to extend T1 a bit and get a 2nd MG to stabilize the frontline. On urban maps, a mortar might be useful instead, the Ost mortar is a killer.
-Keep grens in pairs against USF/UKF. They will more or less always lose 1v1 fights on their own, you don't want that.
-Use your starting pioneers! Can't tell you how many times sneaking in a pio squad helped tip the balance. Their DPS is acceptable up close, so try to have them support your grens early game.
-Move your MGs. If you see a smoke grenade, pack up immediately and repostition further back. If you see Ooorah'd conscripts and can't reposition in time, retreat. Losing your MGs is a death sentence.
-Consider getting PGrens if the early game went well. They can take some hits and unlike Grens can win 1v1 engagements, and also plug Ostheer's weakness in urban maps.
-Panzer 4 is only worth it if you comfortably won the early game. Otherwise getting a Stug is more prudent. You might hurt on anti-infantry a bit more but a properly supported Stug can tackle anything short of Jacksons or Comets. A pair of properly used Stugs can handle any single allied tank.
-If you start to fall behind, take territory one at a time. Have your MGs in an overlapping field of fire. The longer you're driven off from the field, the more muni your opponent has to fuel the doomblob and the more fuel they have for the medium tank onslaught. Better hold on to 50% of the map comfortably, than try to hold on to 70% and get beaten back by a strong push.
Good advices!
Same strategy here, except I was more founded on P4s. But Stugs can be a better options, like you explained, both AT and resource preservation wise.
A small bit of wisdom in a see of garbage.
Thank you. |
I think this unit needs some kind of buff. But I can't figure it out what kind. Maybe health increase? |
Is OKW balanced after hot fix increase fuel for KT ?.
Ummm... no. Let's make KT cost 750 fuel.
Game 4v4:
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why it would be a bad idea??? please, enlighten us.
This is a false problem. If we limit OKW early AT capabilities, it won't see late game in most cases. Puma requires a building, pzfaust is not enough, and raketen is not in the same league as serious ATs are, at least both range and survivability wise.
Raketens and shrecks are working together in early game, being a good AT solution if they are considered together. If we remove one item from this combo, actual OKW early - middle game AT capabilities would be simply scanty. |