You are talking about two things here: 1) a T0 MG for OKW, and 2) a general game plan for OKW in 4v4.
To your second point first. You will find that OKW in team games benefits strongly from Kubels because they can cover large distances quickly and cap points. You can constantly keep your opponents moving to attack kubels instead of setting in. This strategy works well when another player gets a med truck up and one group does not have to retreat because they can reinforce on the field. You can even skip volks and tech to Fusilliers if you get enough pressure going. I find luchs in team games very unpractical since the amount of AT is higher and you can easily run into two AT guns, spelling doom for the tank and giving your opponents the mid game. The luchs still has a place, and it becomes a beast as it gains vet, but I tend to want callin infantry before I get a luchs. As Cloth pointed out the other option is volks spam all day every day. Volks can, in number, overwhelm Allied starts, especially if they can force off an MG or two.
Having said all this the Allies have a clear advantage in games right now. They have a fairly strong opening which leads to rapid tech to artillery of all sorts and ultimately a very high bleed for German forces. However, if OKW and Wehr can get a foothold they are nearly impossible to control since their late game power can come into the mix and the disadvantages it presents in smaller game modes simply don't exist (limited munitions is not a real thing in 4v4). The German team should be content to holder smaller amounts of the map and build out from there. I would strongly recommend the use of JT in all 4v4 games. You should also have a command panther, and a fortifications commander available in case of brit emplacements. I would also consider the SturmTiger as a strong choice.
On the MG, that is a bit tougher. OKW needs a more complete rework and I think moving the MG to T0 is possible but with current OKW it would be too punishing early for Allied infantry facing off against cheap spammable volks.
I agree with what you said, but like you said,the German team should hold a small amount of the map (preferably their fuel at the very least) and work their way from there but that's just impossible for an all OKW to hold on to shit with just mass volks when you're facing superior mass Allied infantry. |
You all spam volks, all of you. Spam like your life hangs in the balance. Then 2 rush lucks, one rushes puma and the other dude gets a stuka.
stay together in pairs, so you can combine all your volks.
Alright, that sounds feasible, however you're not accounting for the fact that we are complete noobs that just got the game, getting an early MG out sounds like the best idea since we read a tip on machine guns while loading the match.
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So let's say that I don't have near 1000 hours in the game and just got it along with 3 of my friends.
We all only got OKW because they looked cool and German and all that, so we go in the game as a 4 man team of all OKW, and we immediately get rushed with superior Allied infantry, what do we do exactly without a T0 MG?
Because frankly speaking I'm getting sick and tired of getting rushed by Allied infantry without the support of a T0 MG, that or my Wehrmacht teammate is a complete retard and doesn't use his MGs correctly.
How do I hold my territory and keep Allied infantry at bay, how?
I think the stupid tech requirement has gone long enough for the OKW, they're already considered as underpowered so this just further adds to that, the Allies will always have superior infantry and I'm not against that or for nerfing them/buffing Axis infantry/support weapons/just MGs.
I just want my got damn T0 MG so I can play however I want and not however Relic states this Army to be a "Rush" Army, because that just does not fucking work.
But seriously, the old doctrinal MG was much better and it got wayyy earlier on the field, at least in my experience.
The tech requirement is basically forcing you to waste on of your trucks to setup near your HQ in order for you to be able to get an MG, so why have a mobile base system in the first place if you're not able to utilize it? |
What the titlte says basically, I don't think vet 5 increases the PaK 43's range like the vet description says, or at least the visual cone is not updated when it hits vet 5 but I don't notice it firing it out of it's cone.
Way to reproduce:
Go OKW, go Fortifications, Building PaK 43, get to Vet 5, see if the Range cone becomes bigger. |
Level 5 vet and the Emplacements are not flawed, they're just designed or at least implemented in the wrong way.
My man Planet Masher knows what I'm talking about.
As for the nerfs to both of these Armies, I think their power should be balanced, not nerfed or buffed directly.
The Brits only have their tanks going for them anyhow, since like I mentioned Emplacements are badly implemented, while OKW's vet 5 is almost unreachable for certain support units like the Leig, Stuka and Sturmtiger, again, these are not all of the units, they're just examples, I'd also add the Flame Hetzer to these but since I don't have the doctrine and don't play with it... but I still hear people say it's pretty bad, and that's probably why I almost never see it in action, like ever. |
1. by improving the Sexton, you guarantee maphack + great arty
2. If US player goes for Priest and UKF for Sexton, they will then have 2 great arty pieces + maphacks.
At the most it will be the base 25 pounder on steroids, and since the base 25 pounders are shit so it certainly will not overperform. |
I knew Lelic was just trolling us. |
I do realize this. I also didn't say to keep it shitty. I said unequal. Synergizing the valentine map hacks with the stronger priest in team games is completely fine and encourages teamplay, having the sexton on par with the priest will just make it more viable in teamgames then ever pulling out infantry company.
Alight then, I agree with you.
the biggest mistake during WBP was making surveys for ALL, even a total noob could give a vote, that's why we got penals PTRS and other unreasonable changes, and another survey for tank balance will mean that axis tanks will get utterly nerfed cuz you know, 4v4 noobs really hate axis tanks being "OP"
As much as I hate agreeing with online trolls, he has a point, anyone can vote for stupid changes just because they would like something to get buffed or nerfed in their favor. |
It's generally a good idea to tighten a noose around your neck, provided you know what a noose is and how to tighten it or even tie it, if not go check on how to do that in wikiHow, hang it somewhere, climb on a chair, and jump from it.
The stupid from you will forever leave this planet afterwards. |
Just saying, suxton should never be equal to priest as the suxton has map hacks with the valentine.
You do realize that a USF Player with the infantry company that calls in a Priest can use the same map hacking ability if there is a UKF player on the field with the Valentine, right?
In fact, everybody on that team can see it, so that's not an excuse to keep the Sexton a shitty fucking unit. |