Lol if you leave your sniper in one spot, and it gets hit by a mortar, you deserve it |
I don't want to be rude, but you are asking to allow OKW to move their forward retreat point further up because where it was to begin with wasnt good enough. Might i remind you that Ostheer and the Soviets still have to run all the way back to there base to get reinforced. They don't even have an option for one Forward retreat point. It makes maps like General Mud and Hill 331 a great big walking fest.
Why not just have a nearby hidden half track for reinforcements mate? |
-Scripts are cannon fodder, cheap and meant to die in droves, current performance reflects that and I wouldn't change HOWEVER, the nature of the faction revolves heavily around call in quality units, I would like to see A. Price decrease (240- 220 possibly 210) or a pop cap decrease to help with the MP bleed.
-su 85 a pain as vanilla but amazing as it vet
- German moarters frequently wipe out my 5-6 man squads, we don't need that to occur for 4 man squads for ger so nay.
A few things:
Agree on conscripts.
85 is fine as is - a little high on fuel cost tho
WTF you smoking regarding mortars??
I have raged so much against that fkn 120mm soviet.On 4 different accounts I've lost a KT/Tiger/Brumbar/Jaghtiger to a lucky shot that broke the ice from basically their base |
Can we expect this little gift for xmas, relic?
I've barely used minesweeper in game - what happens when you actually come across mines?
Do they just appear and disappear again? Can you blow them up?
This and being able to make ur squads reload their weapons so they don't reload after 1 bullet in an engagement.
Eeer, no thanks, as if I dont have enough things to micro
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Too much like the British cancer in CoH1. I never want to see this again.
British Cancer?
Why do you recon that mate?
My reasoning behind my argument is, OKW area meant to be an agile force always on the move.
If you wont move trucks, at least give a half track for front line re-enforcements.
Seems a tad dodgy if you have all other factions re-enforce on the move, and yet the one that should have it the most doesnt. |
This means High Explosives, Mortar Rounds, Tank Shells, Vehicle Crush, Artillery and Engineer Units will all ruthlessly destroy these barriers with ease, as they do now. No extra resistence to these things! Effective vs only one type of weapon alone. Infantry AT.
Lol, why would you use a tank to take out a wire by shooting at it?
Just run over it man!
Plus even the smallest of vehicles (soviet 1 man troop transport or Kubel) can just drive over it, and whualla, a way thru |
Please stop these polls, they make no sense. If you're bored go watch desperate housewives or something.
Ugh, really? Worst show ever.
It's obvious no one would vote no against a feature like this, but no outnumbers yes because people are sick and tired of your garbo threads.
cant this guy get perma banned
So this bloke posted in another thread, and he seems to be banned. Did the mods get sick of his sh*te?
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Hi fellow members,
After playing lots of games in any game mode this is in my opinion THE problem of the insane strenght of OKW. Don't get me wrong, I love to play with this faction and it's my all time favourite faction to play with, but this is getting out of control. I just want a balanced game.
Played enough 1v1's, 2v2's and up to see that this is the main problem of the huge resource advantage, while capping the whole map with the kubel you can just focus on the enemy troops. In my 1v1's I did in auto match and with fellow members of my clan this was every time the outcome of having the capping advantages.
I would suggest to lower the capping speed of the Kubel by atleast 25% - 50% so that the map control isn't going too fast and that the opponent can get the resources to get a decent counter to your tanks.
Please change it
I would disagree.
If I can't use the suppress function of the Kubel, I should be able to use it for other purposes.
Otherwise, It'll be as useful as the Panzer ELite's kittenkarad in vCoH |
They changed it in the December 3rd Patch.
Thanks Mr Rockets!
I did go through the change log but failed to spot that change.
What does everyone think of giving the OKW HQ's a "re-pack" option?
It will obviously cost some manpower and fuel, but it will give you the option of moving buildings forward. |
These tanks are superior to ostheer versions both in initial performance and veterancy. Why should they cost the same in your opinion?
Superior how exactly?
Armoured skirts?
"because the other teams can't do it" is such a weak reason. Lots of factions in lots of games have unique perks. Russians get merge and oorah. Germans can heal in the field and build bunkers. USF has a mobile retreat + heal point. Deal with it.
Well said Sir!
Yeah you're right. Fuck the salvage, give us fuel caches so I can build the super expensive paper like PIV.
Since when has the Panzer IV been a 'paper tank'? |