OK,let me this straight when i saw the patch notes i was happy to see the changes..
But then i realized it,the new okw is so boring....the new patch just mirrors it with other faction nothing unique about the faction...the new patch just encourages standardisation of the whole faction(not to mention previoulsy you mix and match various units and strategies,with this patch it will be just volks blob).
While it should be exact that it should be a elite or rather specialist faction utilizing the speciaslit to its maximum and the vet should increase their specialization....for example..obers should be the elite anti-infy opposite faction should be able to deal with vanilla obers with more units or elite infy but a vet 5 ober should be only counterable by tanks or other vehicles no blob of infy should run over them and currently its quite opposite them being just beaten by vet 3 rifles....the problem with okw is not the standard infy nor performing good or high cost.....
The problem is specialist nor performing good and the vet 4 and 5 being useless...heres my design to make okw more specialized (m not going to go over the tech costs because its always subject to balance,m just presenting a design):
OKW ( the specialist edition):
resource income : 90%
-10 % to justify the 5 vet which i will explain later
Volks: same as the balanced mod but Shrecks removed and get panzerfasut instead
Kubel: same as balance mod
Raketen: same as balance mod
Sturmpios: increase close range from 6 to 10
New Unit in mechanized regiment
TAnk hunter unit: just a costly maybe 350 mp dedicated at unit weak to everything except tanks and vehicles...although heavies may counter them
all the other units are same in the trucks
except:
Luchs :reduced target size or increase its accuracy and moved to battlegroup hq
Obers:lmg and stg44 dmg back to 8 from 6 now
p4: small cost decrease to 130 from 135
Commander units
Falls : add 5th man
Fussies:increase g43 dmg a little(global)
hetzer:increased dmg of flames and hp of tank
Mg34: slight increase in dps and suprression
jadtiger:remove the stun mechanic replace vet5 with soemthing else
TECHING choice ( kind of a nerf thats why the buffs to above units)
If you go t2 you cant go t3 and vice versa
Also reduced cost from 300 t0 200 For Forward retreat point
Battlegroup hq unlocks incendiary grenade on volks
mechanized regiment unlock camo on raketen
Tech Tree
HQ: Kubelwagen, Volksgreandiers, Sturms, Raktenwerfer, sWS Truck
Battlegroup HQ (200/30+10): IR, ISG, Flak,luch
Mechanized Regiment HQ (200/40+10): Puma, the tank hunter unit, Walking Stuka
Schwerer Panzer HQ(200+100/100): JP4, P4, Panther, Obers,
THe veterancy system
The New income should only affect the vet of units which cost fuel and muni
Not specialist units
The vet 5 system
1) As a nerf: The 5 vet on many infantry squads are just 3 vets spread out into 5 vets,now its a nerf because it takes more time to get to vet 5(vet3) and further more nerfs on manpower only units like obers,raketen,volsk doesn,t makes sense,especially falls and obers elite units Undo the vet Changes on them in balance preview mod
2)As Ok:units like stuka,sturmtiger,luchs,Kt(although reverse the vet change on it toO)...etc are fine since the vet requirement for them is high and never see these units even in vet 3
3)As OP:Units like Jp4,panther,p4,ostwind..etc is op Thats why the -10% income penalty mentioned above just for these units
or or or
On the alternate keep the income 100 %...Undo all the vets on the units keep it same as previous okw BUt but once they reach vet 3 they cost Muni(for infy) and Fuel(for vehicles) to vet furhter a separate upgrade of sorts
ufff..this is my first time trying this so open to all critiscm and english is not my first language(but i hope what i m saying) so please grammar police forgive me