Changes for OKW:
- Remove Munitions to Fuel Conversion
This has been bugging me for over a year since WFA came out. OKW isn't as fuel starved as people think it is. Pumas, Panthers, Jagdpanzers, all come out very early for OKW if they convert. Jagdpanzers can come out earlier than a Sherman if a USF player like me builds all officers (like how it should be played).
An indirect issue with this has to do with map control as well. If the Allies have both fuel points, OKW can keep both munitions points and still manage.
If OKW was a 100% FU faction, this would be very overpowered because they'd have tanks coming out earlier than everyone. However the issue isn't as blatant and is hiding because OKW is at 66% FU. So tanks don't come out earlier than other factions, but they do come out at the same time. For a faction that was designed on superior tanks than every other faction, this is a staggering issue. OKW should have tanks coming out after every other faction does, not at the same time. Cheap OKW HQs exasperates this issue; I will elaborate on this.
Another issue is in addition to OKW tanks coming out at proper timings, they aren't penalized enough for losing tanks. They have access to beasts like Jagdtigers, King Tigers, Panthers, Sturmtigers, Jagdpanzers, but losing them doesn't matter much because replacing them isn't too difficult. OKW shouldn't have the Soviet and Allies mentality of throwing away tanks and still managing to win.
All you need is the good old munitions to fuel conversion and everything is fine and dandy for the OKW. All they need are Panzershreks anyways.
- Increase HQ Costs by 50% (300 MP + 60 FU)
You know how MU --> FU conversion nullifies the whole low fuel concept for OKW? It is exasperated by the fact that their HQs are so cheap. Just 200 MP and 40 FU for Mech and Medic HQs and 80 FU for the Flak HQ. Compared to Ostheer, USF, UKF, and USSR, its too cheap.
This also creates issues with risk vs. reward. OKW can manage to be risky with their HQs because there isn't much fuel at stake. Yes, one can argue there is more at stake than just the 200 MP and 40 FU, so this is more of a smaller issue but still an issue that needs to be fixed.
Some people say that their HQs should be cheaper because they are starved faction. This isn't a reasonable justification for cheap HQs. What is the point of fuel starving a faction because they have access to stronger units if you are going to make their techs cheaper?
This essentially gets tanks out really quickly. Do the math, USSR for example requires more fuel to get its T34 out than a Jagdpanzer.
That being said, I want this to be an intellectual discussion please without the "fanboy" "OP" cards with little to no reasoning behind statements. This isn't a flame thread, this is after analyzing the game after 2,000 hours of gameplay. I provided my reasons, so you guys give reasons to why you agree or disagree. And specifics please.
First of all, Can you please point out what strong unit OKW has which it makes it superior to Ost for example? let's see; KT? it's been a while you'll see a lot less KTs since it was nerfed hard, plus everyone knows how to deal with it and not only that the counters got buffed, so that it can now be countered properly enough so that OKW player doesn't want to save/spend all-in fuel for such an expensive unit and so on, JT, well that's very situational, why should I go for JT for such a price and low mobility vs factions with numerous tanks and lots of mobility! it can barely makes sense expect when u're up against ISU vs good player, other units? like inf, falls? the only favor falls do to u is to bleed your mp to death and losing 2 models instantly to a ptrs volley. obers? everyone knows they are for sure not cost effective anymore for the time they arrive and cost. just letting you know, u know obers that arrive at 10 mins lose to infantry section with bren guns 1v1?
Like seriously just tell me WHAT OKW UNIT IS SO OP THAT YOU DEMAND IT TO GET NERFED MORE.
Like who doesn't know how broken OKW is atm that you've done a very good job if u can survive the early game with such weak AI power you have VS OPPONENT OF SAME SKILL AS YOU.
you don't believe me? go play some OKW 1v1/2v2 and you'll see.
also, that 40 fuel you mentioned should be increased to 60 you forgot to divide it to 0.66, and if you happen to do so, what would be the answer? 40/0.66=?
And since I thought you are most probably not very experienced playing with OKW, i tell you something. and it is a VERY IMPORTANT point. As OKW you can't afford to lose you tank, cause you can't replace it. Can you do that with other factions!! At least one good thing if you play OKW is you get better micoring your tanks cause you learn they are not replaceable.
Btw this thread reminded me of the guy who made that faction comparison thing by Relic who thought OKW is the most aggressive faction!!