MG42
Panzerfusilers
Heavy Fortifications
Panther Command Tank
Assault Arty |
Blobs are dumb and I have seen plenty of good players counter them. As Katitof noted, use your counters. US infantry blobs are fun to wreck with Stukas and Rakatenwerfers. |
With how 4v4 works, I fear for the ratio of axis players to allies players.
Plus, I feel like things balance out a lot more for allied players in 4v4. But I'm not the expert. I just need to find our 4th and start practicing up, 4v4 is micro hell. |
Great videos. Long been my favorite tank in the game on most maps. Not sure what changes are needed, as its rarely that absurd. |
Do want. Need to find a fourth guy. |
I almost always go for early Stuka in big team games, especially those with Brits. It is incredibly valuable in countering allied infantry blobs, clearing MGs, and a well placed shot can take a structure down to half health.
Granted, I am usually on TS with 2 other guys, so we can coordinate the attack to make sure we take it down in one push. Regardless, stuka is your friend. |
As far as I undertand it, the faction was designed with the idea that they have tough (but not too powerful) infantry that holds the line around their medic truck/flacktrack until the tanks arrive to save the day.
Thing is, now said infantry is one of the most (if not the most) cost-efficient in the game, the tanks arrive much earlier thanks to the removal of the ressource penalty, and the medic/flak trucks feel like free boons rather than necessary bonuses when everyone else needs to invest in order to get those things. So it feels like OKW just needs to blob around with their super tough shrecked volks until minutes 15-20 when they just vomit a constant stream of the best tanks in the game too. While also locking 1/3 of the map thanks to the flacktruck just to make sure you can't really go around the doomblob, because that's fun gameplay.
The end result is a faction that is OP, and more importantly supremely annoying to play against. Only the brits in CoH1 were worst.
And it's not like they don't have choices either! Panzerfusiliers, Jaegers, Obers, vetted puppchen, Puma, JPIV, Stuka, they have loads of powerful units in their roster other than those that are usually fielded. But they don't even need them most of the time. Volkspam and a cutoff Kubel into Luchs/P4/Panther then KT. gg.
I can't comment on 1v1 because I rarely play it (so the trucks don't make as much a difference). Regardless, the ability to put as many volks on the field as OKW is right now needs to be changed (or other factions brought in line).
Probably some changes needed regarding 100% resource gain, but by no means am I expert enough to feel entitled to a decisive comment. I will say that I feel like I can constantly place mines and upgrade to shreks without worry, allowing me the ability to hold off bringing in armor until I know what will be the perfect tool. On the other hand, I do appreciate the ability to deal with Allied tank spam. Not sure if that was actually a major issue (sure seemed like it a couple of patches ago) or I am just a bad panzer commander, probably somewhere in the middle.
Am I the only OKW player who hates the KT? |
So that's what we should reduce the game to? Blob against blob, smashing against each other, instead of, you, nerfing an overperforming unit? How fun.
The key difference is that, if you get 10 IS (theoretical scenario, no one in their right mind does that unless it's 4v4 or something), you're not only at popcap but have no AT beyond shitty PIATS. An OKW player with 10 Volks is at 50 pop and has up to 10 shrecks on the field which is enough to smash any amount of tanks. So yeah, against a mediocre opponent 10 Volks would actually be doable. 10 AS or rifles would get annihilated by just 1 KT.
The best way to beat blobs is via indirect fire. Lo and behold, the Katyusha is mediocre, USF's good arty is DLC, and UKF has nothing good beyond a lucky AVRE shot or their 300 munitions offmaps.
Anyway, the inevitable Volksblob itself isn't the problem. The problem is that said Volks cause more bleed than they often take and, with their toughness and versatility, are often enough to delay any serious allied push until the vehicles come out and start wrecking stuff up.
I would agree with the last part especially. Team game last night, and I was constantly stalling Allied advances with volks long enough to bring my forces to bear, with men and armor to spare. They would have to bring everything to try and smash through my lines, but I could constantly rotate fresh volk squads in until they had to fall back.
Honestly, I think a small pop cap fix first is the only step (other than CPs for KT) that is needed in the short term. Still want to see how much of this is OPKW and how much if it is allies just needing to learn how to adjust play style to deal with a much more versatile faction. |
I AM OKW user too. I found that IF I LOSE MY TRUCK, IT DOESN'T HURT. it's cheap so you can get benefit from forward trucks even if you lose that truck. you can just produce another truck and setup again your real base after truck loss. I don't mind losing my truck anymore. i can re-produce that cheap truck easiliy.
it offers forward reinforcement point, producing ability and medic with cheap cost.
I think the loss of enemy is almost always bigger than my truck loss after the battle around that truck.
You have to reproduce the truck, rebuild and repay for the building, and go a period of time lacking the ability to produce vital units. The worst part for OKW is that unlike other factions, when we lose our forward retreat point, we lose the ability to produce some units and have to go through a long let up point. Plenty of problems with OKW right now, this isn't one of them. |
Eh, I am by no means an high skilled player (win some and lose some), typically play 3v3s with some of my clan mates and I have almost always played as OKW. Honestly I think a lot of the issues now are because allies basically have to relearn how to counter a much more dynamic faction, but there are some legits problems with the patch.
The amount of volks I can put on the field is kind of silly. Now, I don't typically do it because good players quickly ruin that with MGs.
It is kind of silly how fast I can get a luchs on the field, although that advantage doesn't last long on team games because AT guns make short work of it. Regardless, its first 5 minutes are so almost always allow me to ruin allied attempts to make an early game infantry push.
Honestly I think the economy (and some pop issues) is where complaints of OPKW is legitimate. I liked the challenge and gambles of OKW pre-patch, but now it is incredibly easy for me to recover or employ a risky odd strategy with little risk. Losing squads and panzers in the last patch was always a big deal, this time oh well just produce another Panther right away. CHoosing schwer or mechanized was a very serious choice.
That being said, I think some of the complaining is outrageous. OKW is certainly much more dynamic in the mid game and plenty of allied players are figuring out decent counters.
People still complaining about the infantry support gun need to go away, every faction in the game has some decent form of indirect.
Not sure why everyone is complaining about the flame grenade. Micro better and use MGs and its no biggie. Anytime I have wiped a squad with one of those its because someone wasn't using MGs properly or wasn't paying attention.
Also, as others have mentioned, the early KT is silly(I guess it is more of a 1v1 & 2v2), because I haven't seen it yet in 3v3 and I certainly always think light armor is critical for mid game and countering allied blobs. |