I agree with slight exception to the Obs Post idea: maybe if it was something like a passive ability of OKW trucks when deployed or even a toggle for some OKW light vehicles?
Yes, something like the PE logistics car from COH1 but without the resource bonus would also work, as long as it can also fire at the enemy since it takes up pop cap. |
In a recent lelic stream from last week Kyle said that there isn't any new content planned, not even commanders, so yeah... |
|
Lately I've been doing my best to hold on to one fuel and try to open with a Mech HQ and into the Flak HQ. This, of course, leaves me without means of healing apart from the SP medical crates which may not be available depending on how the game goes.
On the other hand, the Battlegroup HQ opening is pretty weak atm and the lack of a light vehicle really hurts the OKW mid game.
So I've been wondering: how about opening with the Mech HQ, then going back to the Battlegroup HQ and relying on the Command Panther call-in, then maybe going for the Flak HQ down the road? This should give me a solid mid-game and in theory I should be able to survive until I get 10cp with just light vehicles and le.IG's. I have yet to test this in an actual game.
Thoughts? |
Here are some quality of life changes for OKW that I've been thinking about and would like to see in the game, in descending order of usefulness:
Smoke rounds for le.IG
This one has probably been discussed to death and I can't really find a good reason for OKW not having access to smoke apart from the Puma defensive smoke and perhaps the Obers smoke grenade.
Observation posts
These are basically caches that don't give any resource bonus but have the role of protecting cutoffs for, let's say, 100 mp.
Thorough Salvage as a separate ability from Salvage
This is an interesting one. The way I perceive commander abilities is that they either give you a choice to activate them, thus paying a certain cost to get a bonus, or give a passive bonus. So you either get something good for free or get the choice of getting something good for a cost, but the cost is never forced upon you.
Thorough Salvage is a bit different in that it's a passive ability that gives you extra munitions when salvaging wrecks but also forces you to accept the increased time to salvage. This poses a tactical problem because the downside is not always acceptable. Let's say I've chased the enemy away and forced him to abandon a couple of AT guns. I know I won't have time to escape with them before he comes back, or perhaps I just want to deny them to the enemy. With normal Salvage I can just melt them quickly for some fuel and run away before he comes back. Thorough Salvage prevents me from doing this, thus denying a valuable tactical move because it yields additional resources, which I may not even need.
Therefore, I propose that Thorough Salvage be made a separate ability, thus allowing us to decide whether we sacrifice Salvage speed for extra resources or not. |
Don't tend to use this thing, but since it's mostly a suppression platform you might as well go with the faster turret rotation. Extra penetration won't achieve much since it can't really fight (most) vehicles anyway. |
Tbh I've never liked the raketen concept. It has so many gimmicks when all we need is a Pak40. So imo they should just replace it with the wehr Pak40 locked behind getting the first truck set up. |
I've played a couple of games before deciding that this map will stay vetoed forever. The middle always turns into a massive MG arty fest. |
For the first 2 years they didn't get it, but they do these days.
Cool, thanks. |
Not sure if this is the right thread for this, but is there a way to find out if Osttruppen get the accuracy bonus while inside buildings? I've found some threads claiming they don't. |