Indeed OKW in a awkward spot atm. |
The kubel is build so the OKW has a non-doctrinal heavy mg unit, and taking that away will undoubtly weaken them. The problem is not the unit, it has a build up time which makes it weak against flanking, and the angle and range is okay. Problem is more its health, but we dont want to go back to the cardbordkubel, do we?
I see the Mgs as the problem. Right before the "kubel is waaaay to op, i am losing against all those kubels" spam, it was "OMG maxims need a huge nerf, 4 man squads, that unit is ruining the whole game". Nerfing it down to 4 man would not have been a good idea, as the game is now, would it? Now the maxim suddenly is "ok".
The devs handle this every day, it got a little tweak in a quick patch, but wait for the next patch, they will figure it out, and until then, try to learn some new tactics. Often the balancing makes the game kinda fun, doesnt it?! Forces us to find new strategies
Just saying I don't agree with their design vision, I would like it to function like motorcycle or jeep did, because an mg that can race up the map is a bit silly, it would like if Maxims came in base building, and could jump in a car race to a point jump out and set up pinning any unit that try's to cap. |
Reason it's OP is because OKW had hard time beating sniper spam. But relic didn't think of USF... |
I love how now the Unit is overpowered since birth Does nobody remember the time where it was a driving cart made out of cardbox? That thing was useless not that long ago, so stop whining and wait for it to get balanced right. That is a job that takes some finetuning and cant be done over night
I know it was useless, but really a highly mobile mg? It was asking for trouble, it tries to be a reconnaissance vehicle and suppression platform at the same time, I would love it to be like PE starter unit. Allow it to cap points, then upgrade to MG that doesn't suppress but can hunter snipers and damage infantry. |
To me Kubelwagon was a dumb idea, it was as if one guy in Relic said, "This sounds like a good idea!" And they just went with never asking if it could be abused or balanced right. |
If I had multiple votes I would say both Allied armies. USF needs a different unit for T1 other than Riflemen and RE.
Soviets only have access to half their units by default.
If I could design a faction, I would overhaul Soviets, make conscripts doctrinal and very similar to osttruppen. Replace them with penals that need T1 or 2 for satchels and flamers.
In Penals spot i would put guards in, also make them start with DP-28 so 222 isn't useless, leave PTRS as upgrade. (leave shocks doctrinal). Just a start, they need a lot more done. |
I made this poll to see what the community thinks of the current factions in terms of balance, so (hopefully) Relic will listen and maybe overhaul said faction.
Feel free to comment on suggested ideas for overhauls, i.e. Tech structure, units etc.
Please keep it constructive. |
you mean starting the match with one of the best anti-infatry squads in the game isnt enough in terms of flexibility for okw?
I'm talking more of a doctrine upgrade 2cp - 3cp, but i would rather OKW get an overhaul, they were good on paper but in-game they are gimmicky and cheese like soviets. I think they need some changes at the least. |
I agree, I realised the other day how unreliable Raketens have become. They take so long to fire the first shot, so long to reload, so fragile and now they don't even gain vet a decent speed either. I would be happy to see them even just get their old vet rate back so they can at least cloak in a decent time.
Why did they nerf their vet rate anyway?
I believe because vet 5 ones could kill is2s, so relic lazy and increased vet requirement, instead of nerfing vet 5 |
I would absolutely love to see Ostheer and Soviet stuff remodelled to OKW and USF stuff after AA, it probably would not take long.
However with my MG42 LMG bug it probably will never happen... |