Slight Nerf to the Stuart and T70, decreased rate of fire or less accuracy on retreating Units.
Increase Cost of the 222s slightly (sth like 20 manpower, 5 fuel), - like i said these changes should be very small, not to make the units useless but less annoying.
BARs Brenguns and 1919s DPS needs to be lowered since they can be bought in pairs, once again it should be a small and not a drastic nerf.
Turning Speed of the Cromwell and M10 should be adjusted to the turning speed of a P4, this makes crushing units a challenge and not an easy gimmick, especially for the M10 it is very important.
All indirect Fire for all Factions should be nerfed on Auto Attack. These Units should be ordered for a specific task and used manually in the barrage abiliy to deal with a certain target like a fortification/ MG nest, and not to give free nonskill Kills - Much more scatter in Auto Attack for all Mortars and Howitzers/ Infantry Guns. ( Many hate on the US Mortar, but ALL Mortars are overperforming in Auto Attack right now, as if Relic wants to force People to put them in their standart builds)
Maxim and Duschka performance adjusted to all other MGs in the Game, increase the Arc and setup Time. An HMG should be a tactical support weapon that needs to be used wisely and in low numbers, not to fall into enemy hands. Using it as a normal infantry unit shouldnt work, as it doesnt for all other factions. Especially a garisoned Duschka is on top of that issue, capable of stopping a whole infantry army thats flanking from 3 sides single handed, due to its extreme suppression + facing setup time.
Calliope and LandMattress - increase the arc of the rockets, to give a bit more time to react to the barrage before it hits, LandMattress should have less Rockets on top of that. |
Yes I am the clod guy, and Aradan you might be right that the volksgrenadiers where mostly untrained soldiers, but they were equiped with all kinds of automatic weapons, and i am pretty sure that they werent in high numbers. So if you start argueing with history it doesnt make sense either that they are the number two spammer unit in the game next to conscripts. I just want them to not have the shreks anymore and instead be a kind of normal bread and butter unit, thats fun to use instead of a unit thats ment for blobbing, so dont forget that in my idea they get nerfed pretty hard by the aditional cost, especially the reinforce cost. |
OKW imo opinion was a mess of a faction and I really like most of the changes that they implement in the Preview, howether i think they forgot some important aspects and on top of that they nearly completely removed the uniqueness of the faction and made it quite OP.
Here are my Ideas to make the faction enjoyable to play and fight while giving it a unique flavor:
The "latewar german resource starving flavour" will be kept alive in the ammunition starve and lack of caches.
Infantry changes: Shreks are given to Pios instead of Volks. Volks recive 3 new upgrades/abilities: Panzerfaust snare, an automatic weapons package, and should they have this package ( a random mix of automatic left over weapons for example: either 1 mg43, or 3 stgs44, or 2 mp40 and 2 FG42s)they get the ability to volleyfire (like rear echelons)
Volks are increased in cost to 280 and reinforcing costs 28 mp. Incendiary Grenade cost increased to 45.
These infantry changes will leave the player with an important and situational decision wether he needs anti infantry or anti vehicle power. He will need to sacrifice one for the other.
On top of that Volks are to expensive to spam and give the german army the flavor of quality over quantity.
Armor changes: The JP 4 is put back to the medic truck. Its cost is increased to 150 fuel(sounds much but otherwise it would arrive too early with the normal fuel income). It gets 2 cheap and also weak anti infantry upgrades: Weak frontal Mg ( not a topmounted one, but the one that most tanks have in the front) for 20 ammo, and an option to switch to he rounds ( 3 shells for 20 ammo) for a short ammount of time. With vet 1 it gets focus sight like an su85, with vet 2 it gets the ability to setup camouflage( not the stupid and hillarious current one of vet1) that takes 10 seks to setup and is destroyed as soon as it starts moving again (breaking free from the camou takes sth like 3 seks).
This gives the JP4 reasons to exist (nobody will build it at the same tier of the panther) and makes it an unique and cool unit with high skill cap.
This gives the JP4 a reason to exist as an earlier anit tank weapon, that can become a true beast overtime, and has at least the option to kill a few inf models here and there.
Tech changes: Teching is linear, you need to build the Repair truck before you can build the FlakTruck Tier.This is need becauser otherwise p4s and panthers arrive too early. The Repair Truck recives an ability that transfers manpower for ammunition.
Medics, Engineers and Flak Gun of the Trucks are upgrades that need to be researched.
These Changes would nerf OKW to a reasonable ammount, increase the amount of needed intelligence to use this faction, and give it a nice elite flavour with lots of desicions to be made. The most important aspect for me is that the shrek blobs are removed and also not necessary anymore because of very good own armor options in reasonable timing and quantity. |