- Nerf USF mortar to bring it in line with the standard mortars in other factions
- Increase raketen durability
- Increase sturmpioneer durability or give them double shreks
- Give OKW some kind of smoke option
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Saw this for the first time yesterday and had the same question. |
You know, that is exactly what happened in WWII. Infantry running at tanks (usually out of covered positions from the side of the tank or behind it) and throwing shaped charges, magnetic mines, and molotovs* at it. The only inventions that changed that a bit were the Faustpantrone/Panzerfaust and the Bazooka (with the Panzerschreck being a scaled up copy).
The ubiquity of the Faustpatrone for example forced the Soviets to completely rework their combined arms tactics, and adopt a much more infantry-based tank doctrine than at the start of the war.
*adding a little bit of soap-water to the petrol allows the burning mixture to get through the seals around the hatches, letting liquid fire drop into the inside of the tank. Does a great job at changing the focus of the crew so that you can place a magnetic mine right where it counts.
I would not be opposed to emphasizing the more close-range weapons like magnetic mines and molotovs and making the shreck/zook a bit more rare, perhaps even limited to dedicated AT squads instead of having them available as an upgrade to normal units. |
Depending on how widespread the USF auto-cannon abuse was, I would not be surprised if Relic took the servers down. |
Agree. Cloak should only be available for stationary weapons/vehicles (rotating should be allowed, though). It should be an ambush bonus, not a ninja assault tactic.
I think if you want to allow cloaked travel as some kind of vetted or special ability (e.g., for recon), there should be an un-cloak and brief cool down before the unit can fire. |
Working as intended.
Well, I guess it's realistic, unlike most of the inf/armor interactions in this game. Not at all consistent with (or even close to) what should be comparable units in-game, however. |
Solid thread. Here are my thoughts as someone who plays OKW almost exclusively.
I like the switch to make volks the mainline AI unit. The disappearing faust bug makes it pretty tough to judge their overall effectiveness though. Not sure if the Stg upgrade is worth it since you can't pick up any weapons and it doesn't seem all that powerful. Purely anecdotal but I swear I saw a penal squad walk up to a vet-2 volks squad with Stgs, and the penal squad won straight-up. Fix the faust, allow volks to pick up one more weapon, double-check the Stg performance, and I'm good with this unit.
I'm ok with making sturms the AT unit but damn they are fragile. I think the shrek upgrade should be for 2 shreks at 120 muni. If you're going to make them AT, make them real AT and essentially useless for AI. That will encourage combined arms play. The W hotkey for the shrek upgrade is broken.
I like the leFH in the fortification doctrine but it does have a hotkey mistake that should be fixed - shares the R hotkey with roadblocks.
What I'd like to see is 1) remove shrek upgrade from sturms, they have enough tasks. Their only upgrades should be minesweeper and the doctrinal flamethrower. 2) Move Obers to t3. 3) In t4, create a 4-man tank hunter squad with 2 shreks and a heavy AT mine ability, or some kind of demo charge or something.
The overall idea is that t1 would offer you the base level AI and AT infantry; t2 would offer an extended range of unit types + reinforce/healing; t3 would be primarily AI-focused with some light AT available in the Puma; and t4 would be primary AT-focused. I think making more well-rounded tech tiers would allow for more variety and flexibility in play styles.
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The menu for OKW sturms under heavy fortifications doctrine has two items listed with an R hotkey - the hedgehog roadblock and the leFH. When used, the R hotkey brings up the roadblock. |
The "W" hotkey does not work to upgrade OKW sturmpios with shreks. You have to manually click the shrek upgrade button. |
Played a few OKW matches last night. The volks' disappearing faust bug is awful and sturms are terrible in their new AT role, but my STG-upgraded volks were shredding standard and bar/bren-equipped infantry when used properly. I like that change and, aside from some obvious bugs, the balance patch in general seems promising. |