Riflemen and penals lol?
Cost efficient, not powerful on the battlefield. When is the last time you honestly felt like you were starved of manpower as okw except right after you built something? |
Have we though? Our main focus is to make them more geared to support/utility/harrasment rather than their main fucntion being a one trick pony that pops out of buildings that either decides games or falls off greatly because their squishness gets them killed later on.
1. We want call-ins to still be an option that can be deployed which can act as a possible comeback mechanic or you want to pay a little extra at this time to strengthen a component of your force. The system still needs adjustment, but I think it's preferable over cutting the mechanic out completely.
2. Wait until we get to OKW Revamp. The KT will likely not be as strong once something is done about OKW's snowball effect.
It'd be nice if okw actually had to use their mp efficiently too. Right now it fels like you can sort of just spend it however you want because volks and kubels are so cost efficient early game, unlike every other faction. |
Stuff like this would be ok if OKW didn't scale as well as it does into the lategame, challenging USF early dominance and this is just wrong IMHO, it all begins with their starting Engineer unit.
yeah. Plus, kubels are the most expendable unit in the game. |
Stuff like this would be ok if OKW didn't scale as well as it does into the lategame, challenging USF early dominance and this is just wrong IMHO, it all begins with their starting Engineer unit.
yeah. Plus, kubels are the most expendable unit in the game. |
Wait can lolotovs blow up mines? I'm guessing no. |
i hear running conscripts over mines clears them quickly
Most useful thing conscripts will ever do for you in their current state. Only way you'll ever trade them positively with something kappa (actually, it's kinda true). |
All the heavies are manageable, if you have any skill whatsoever. Most can be forced back by a single SU-85 or a Firefly. If the TDs are supported by a snare squad, they can take it out no problem. The Allied infantry mostly just outclasses the Axis(especially Riflemen and Tommies), unless they make a full blob of Obers, but then, you can smash it with armor anyway.
Overall, Wehrmacht is the most balanced faction in the game. They have high-micro/high-reward infantry and overall, you get rewarded for your skill. With Allies in general, you need far less skill to achieve the same things, especially with Western factions(like if you run into the arch of an MG with Rifles and the enemy thinks "ahah, I predicted your move, I got you now!", you can just go like "f*ck you, I have my smoke").
I think it is mostly just a matter of Allies not using their abilities most of the time. I mean, most USF players only recently started using smoke, because up until now, there was no need for it whatsoever, you could just plow your way through with sheer brute force. Another reason is that in the super-late game, the Axis does become better, and in team games, you are generally more likely to have a longer game, so there is that.
Forced back by a single TD? Ha, that's funny. It's just not true. Snaring a heavy should also never happen either, as heavies on both sides have decently long range and infantry can't usually make it that close. Allied infantry slightly outclasses axis infantry, but take a lot more resources to maintain and upgrade, and are called upon at a much higher level due to having to be very aggressive and usually have less support options. Axis tanks are also much better than most allied tanks, t34/85 and to some degree the comet being the only exceptions, so allied infantry should be better anyway. Your problem with rifle smoke is easily solvable by having another squad around to rush in while they are still suppressed. If a rifle squad gets suppressed in the first place, then they already fucked up hard because you can literally beat them with pios early game, and any other squad later on, since suppressed squads really can't fight. Or you could just relocate the mg while they're crawling around suppressed. I do agree with you about ostheer being the most balanced faction on the whole though. Running over mgs with brute force after about 10 minutes is definitely still a thing for pretty much every faction if they are alone though. |
So basicly give the players a choice to cut off okw's left hand or their right hand with no benefit (They get bonus Fuel/Muni? I guess that means they are on par with other factions caches?) and call it a rework?
Well okw can easily win with one hand right now so I think that it wouldn't be as much of a crime as you make it out to be. That's what a nerf is. Making something worse without making it better somehow too. Because then it wouldn't be a nerf. Look at the maxim. |
You guys gotta chill the fuck out. Seriously, you're arguing about a poll on an Internet forum for a game. |
Thread: Maxim.2 Jun 2017, 18:17 PM
I believe the official line from the balance team is that the Maxim has randomized aim-time so it's pretty herpaderp when switching targets or acquiring targets (if you get the long end of the RNG scale you get grenaded easily). Fixing that might be enough to make it more appealing but rolling back some of the previously stacked nerfs like the Re enforcement Cost could help too. Penal Meta is a whole other kettle of fish - even if Maxim is good you won't see it as much until Conscripts are more than fancy meat shields with AT grenades.
It still has super low suppression when it starts shooting too though. I always just laugh when I see maxims if I'm playing axis and run straight at it with one squad and nade it. I'm sure this compounds the problem too though. |