One truck down is hardly a problem. Much earlier than getting T1 + BP1 + T2. And raketen is more than enough till you acheive this. Shot from cloak and a little bit of sturmpio followup and the m3 is down. The only really unreliable thing about the raketen is how long it aims, but this is not much of a problem when you fire from cloaked position so your opponent doensn't know where your cone of fire is.
I agree with the raketen doing fairly well against the scout car once you catch it out of position, but then it turns into another manpower sink for a while until the T-70 arrives while the soviet infantry is far superior. Having OKW the raketen in T0 is really only useful for countering scout cars and US light trucksand UC. Otherwise you wouldn't need it before tech. I prefer to try playing around those units early on. |
But he is somewhat correct penals and m3 are somewhat overperforming against the okw at the moment. also you did not outplay him the okw's anti lv ability suck balls compared to the ostheers 222.
Mech HQ and luchs for most players seems somehow the intuitive choice against soviet T1 but then you lack healing for quite a long time, guards are usually there by the time the luchs enters and they are superior to your volks as well as the penals. Maybe volks spam/blob (since you loose any 1v1 engagement decisively) into Flak HT is the better choice to counter this, if only that thing was a bit more durable. You'll also have the faust more quickly available to counter the scout car.
Either way, even without the flamer I think Penals just slap around OKW infantry a bit to harshly. |
I always thought the LT and Captain being a 1 man squad that merges into a riflesquad to make a 6 man LT/Cptn squad would have been a novel idea.
I did in one of my mods and thought it wasn't too crazy. (I'd wanted to have it work with team weapons too, but I couldn't get it to function exactly how I wanted it to.)
But be sure there will be plenty of opposition to that by the same people who claim that the LT and Captain just eat up their pop cap.... |
TI can't see how satchel is an argument here, if you got hit by it, you probably should play chess or turn based strategy games
That is more your problem if you cannot see that you won't use satchels much against mobile units. What's wrong with easily destroying bunkers, garrisons, OKW trucks? Micro's got little to do with that. |
Then check the one from goliath commander.
Major recon? Honestly.. I've used it like 3-4 times in my 2000 hours. P47? Strafes? Drops? What the hell? Axis dont have them? Or What? JU loiter, unkillable supply drops, Sector Assault. P47 and Sturmovnik cry in corner when compare to Axis' abilities.
Bombing run? 4x50kg bomb, more expensive, still way worse than 1x50kg dive bomb.
Imagine of Ostheer couldn't use JU or Recon loiters, just because I made a T4 tech for SU. The amount of salt would be insane.
Ah ya, Sector Assault, one of the commanders nobody uses at all or at least not successfully? Up to you whether you use the major recon. I wasn't saying Axis. I'm aware that Wehrmacht has a lot of air support but OKW really doesn't.
'Cannot use' is simply wrong. Play a game as Airborne and show me how quickly those P47s allegedly get taken out. They don't suffer much. And compare that to how difficult it is to destroy a Panzer HQ. |
Removing Ltn, Cpt, Mjr is not that easy. It would require a small re-design.
Sure, let it be defensive structre, but again, I did not see any point why it should kill expensive air abilites? It's not like OKW doesnt have 251/17 or MG upgrade for tanks.
251/17 is not weak. It's overpriced but not weak.
WHat fightning pits? Flak emplacements? I did not know you MUST build them with tech, huh...
What's the point of bringing OKW air abilities? And OKW has one more loiter ability if you didn't know..
Can't think of the other loiter you referred to, sry. My understanding is that Allies has Major recon, P47s, Strafes, drops..., Bombing runs what have ye. For the P47s and IL2s at least I'm pretty sure they absorb quite a lot of damage before they actually go down. In team games this might be a different story but there are simply more airborne threats to defend against in comparison to what they have available themself.
So it's giving Allies a headache not to be able to use all that stuff with impunity. That doesn't mean it is unbalanced as such. Make a decision if and when you use a drop. Maybe occupy the Flak HK with a tank meanwhile? Or take it out, it is not indestructible. It can as well become a liability in the wrong place where your pios are repairing it more than doing anything else. |
The WHOLE point of that change was to give OKW fuel side tech-you know, like ALL the other factions have.
Ost while don't have side tech, have plenty of expenses anyway and are the only ones who need to stick to the base with one squad to get their own healing.
What would you like to have as a side tech instead?
Shrecks and StGs like USF and UKF?
Flame nade and pfaust like Sov?
The point was not well thought through then I guess. Just to get healing is 55 fuel and 450 MP now (not everybody wants to pay for ISGs, Flak HT or IR search lights just to get healing)? Applying some research cost for STGs/Schrecks instead is not such a bad idea I find. Affordable healing is a somewhat more fundamental need. |
That would actually buff USF as they would get units they NEED and WANT instead of the ones they HAVE to get just because they teched.
lol... just lol. Suggesting maybe a free Ober squad instead of the flak HQ then? LOL! |
Ltn, Cpt and Mjr all eat population and need upkeep - Schwerer doesn't see. You see the difference?
Vehicle crew supposed to be feature for paper tanks.
Still, no reason for free Anti-Air.
Ltn, Cpt or Major don't prevent you from using commanders abilities. Schwerer HQ does.
So let's get rid of the free squads then since they are so hindering? Both factions benefit from tech-up is all I'm saying, obviously in different ways. The reasoning behind Panzer HQ is I assume is having a defensive structure that the faction needs more than others. Very few people opt for the Flak Halftrack because the unit is weak.
Your pop cap argument could also be applied to fighting pits then, right? OKW doesn't have those either. Oh, but the have the hopelessly overpowered Flak emplacements that cost pop cap.
OKW also doesn't have a single loiter ability outside of the Fallschirmjaeger drop, which does a small bit of suppression is why you wouldn't need it against them anyways. |
Now, I would love to see some arguments why OKW should have abilities to kill planes with no investment.
Like explained before, both western front armies receive additional benefits for tech up. Do you see a specific reason why USF should receive a Lt, captain, major squad, vehicle crews then?
In return both factions have flaws like no flamers, mines, snipers, lack of early indirect fire and MGs (previously). Soviets and Wehrmacht were designed symmetrically, they both have all those tools available. |