I've noticed the squads dancing around and spreading out a lot more when trying to enter a building in DBP (now live version), anyone else notice it?
to me it seems that the problem are the doors , when
A squad is near both of them thanks to the deal at 1 model try to enter in 1 door while another does the same for the other door
Similar ideas explored, but this was from pre-WBP. Still relevant IMO.
icendiary granade are need (at least eraly) cause they dont have anti garrisons, thats why when they get mp40 they lose them, this makes the mp 40 upgrade a tactical choice not a no brainer
I kind of liked the old OKW more than the new, particularly the PIV. The pre-nerf PIV felt like a mini-KT, the new one feels like another T34/85. OKW had an identity with really good late-game armor. Maybe that didn't fit with where people wanted it to go but it had it.
The nerf to the LEIG has made the raketen really vulnerable to indirect. I'm having a really hard time keeping the things crewed in 3's or 4's. Any time I can, I'll take a captured AT gun and salvage the raketen.
I'm sure I'm in the minority here, but I don't think Volks are a problem. I think the bigger issue is that their armor isn't much better than Allied armor (in the current patch) and they can't build caches so the Allies always have more tanks and TD's.
i think volks dont have a role , they deal same damage as penal at long range - 1 man and deal half damage at close , wiht stg it does not fix anything as its asimple buff to all ranges so here it comes the problem , you cant make them strong at something , they just would just remain useless or op cause their weapon profile , by making them like vcoh (if you played it) volks would be strong at long range without upgrade and have access to inc granade or gain mp 40 for close range dps giving them a role woth smoke and normal granade , by putting stg on fuer doc we can buff them to bar lvl while still begin balanced and kepping the inc granade , volks become flexible and have ober deal the bulk at long range while volks ethier shield or flank
It could work if the mp40 upgrade behaves exactly like firestorm one, obers come early enougb and okw gets some sort of mobile reinforcement point like opel blitz.
You should probably make some light vehicles rushable but expensive to allow for shock value, and some light behicles ultra-delayed but efficient (sort of how usf greyhound is designed). That way there is enough room to see all okw light vehicles have a role, rather than have everybody go for luchs and ignore anything else.
If this works , it could be an interesting design that allows for multiple strats even if okw twch gets linearised (to address the medic issue).
Good accuracy bad aoe indirect fire is frustrating bad design, as it boils the indirect fire game down to the number of models of the enemy squad, rather tham the squad formation.
yea but its not "lol random wipe cause aoe" you can just retreat when the model are low but i guess you couls make it have normal aoe (like the pack) or make it litteraly like the pack woth 4 men
my suggestion about OKW, after those issues are fixed, would be something like this:
this work too , eralier weaker ober and volks finally have a role (close range) when upgraded , but what about the pupchen right now it doesnt work as an at gun
what i opted for was less changes overall and easy fix not a full rework
I think these changes look good, but The main problem with OKW is tech.
Paying 55 fuel and 400 mp just to get medics is absolutely ludicrous. If you choose to get med truck as your first option, you forgoe any good light vehicles, If you do get the med truck, the units coming out of it are incredibly average and usually don't put enough pressure on your opponent to justify the cost.
I really hope relic will let the balance team rework OKW, they have alot of cool units and a good playstyle, but getting mabye 1 or two more units and a better tech structure could make them amazing instead of frustrating for players and opponents(same strats everygame)
I do like having the raketen in game though, just a pak 40 for later.
Faction is ok as it is, it just need minimal tweaks/changes:
- revert volks veterancy changes to pre DBP and tone down vet 4-5 accuracy/cooldown bonuses to 10% instead of 15/20, revert DB0 buff to vet 3 RA.
- give isg an aoe buff (to wehr mortar stats) and add 50 mp to the cost
- reduce stuka zu fuss cost to 75 fuel, on line with other changes
- give sturms 120 muni double shreck
- cut 10-15 fuel from nerfed jadgpanzer4
- (optional) somehow make mp40 volks less of a meme and more of a combat unit.
- restore old obersoldaten cost to 400 mp and restore veterancy 3 RA bonus.
this would just bring back the other problems, volks too strong at vet 5,ober never used cause cost too much/volks can do the same work, strums become op at units with their vet and ability to repair, stuka comes too early for 75 fuel (compare it to kat and pazer w. they both come at the last tier)
volks mp are bad only cause of the moving accuracy penality they deal good damage idf they stand still , just buff the moving cooldown accuracy to 1 and reduce the normal accuracy accordingly