Falls still feels bad. In this game i has a vet5 falls squad and them cant fight against rifles with bars (in game was a moment, when they lose to a rifles with 1 bazooka 1v1). And vet5 volks are bad in comparison with vet3 rifles. One bar making rifles much better than volks with a stg44.
P.S. I know what falls better on long range, but the difference in compration with rifles with bars is not too huge.
Just downloaded, great replay.
Volks being still 250/25 mp and still having stg upgrade is something i can't understand honestly.
Like you said, THEY CAN'T compete with bar/brens, but they cost only 3 mp less than said mainlines to reinforce...
If they aren't meant to is ok, but should be cheaper and trade their nonsense upgrade, which was ment to give them a late game scaling that Isn't required, nor intended anymore...
Falls and in general elite (obers) are now underwhelming against blobs mainly because the bar/bren blob dps output and the extreme good RA of those can itself compete and is much better/more cost efficient compared to said elites.
And in real life those bombs were used by the luftwaffe, americans weren't known for using them.
I just think that they would fit the ost luftwaffe doctrine quite well.
Unecessary/dangerous change, luchs timing makes it a risky investment already, it comes extremely close if not at the same time of its hardcounters, namely stuart and aec, and zooks/piats/ptrs/atg's comes much before.
Luchs meta was a consequence of mg34 being trash and med hq being even worse, both issues solved, i don't really get if this was simply a reactionary change against previous strats with no real purpose or what ?
I can't see luchs being that helpful/convinient if so much delayed, especially because you delay mg and more than all indirect fire to get it.
So good I have see yesterday a full life volksquad entering in its range from far and crawling till lavanade range while suffering only 1 or 2 model lost but no pin.
HERE IT IS, EXACTLY what I feared: Volks lose thier slots, as pick up weapon + stg is op.
Happy to see that Mr. Smith saw the issues with volks slot + stg that i foresee and talked about some days ago.
I just wished the balance team considered giving them the slot and their proper veterancy, slighly reducing the price and removing the TRUE OFFENDER, stg....
I feel the MG34 gains veterancy a bit too quickly when using incin against low armor vehicles like the m15 AAHT. 2.5 bursts and it gains a full level of vet.
The alternative is to realise the following:
- Every faction requires reliable access to healing
- OKW has had 2/3rds of the support weapons already moved to Tier-0 in order to support the illusion of non-linear teching
- OKW needs to have early access to indirect fire/smoke, to punish MG spam
- OKW needs to have early-ish access to MGs, to make them less of an early-game infantry blob faction
- High-tier people require something mobile to rush and overwhelm the enemy. That's because playing passively means you're losing your initiative
OKW would have been able to support non-linear teching if its unit roster actually had the necessary units. E.g., if we picked all Panzer Elite 250-HT units, and moved them to MedHQ (and potentially removed ISG, since mortarHT is more mobile), players would now have two decent tiers to choose from.
Moreover, you would now have a truly aggressive faction with real trade-offs to make (e.g., how much fuel do I want to spend to support being aggressive, vs how much to save for teching up).
- If you go MechHQ you get a tanky direct-fire unit, but an expensive indirect fire unit
- If you go MedHQ you get a relatively immobile direct-fire unit, but an affordable and very mobile indirect-fire unit
Unfortunately, that's not possible to do for the live game, since OKW lacks the skins for the required vehicles (250 halftrack, mortar halftrack, etc)
Thus, given that this is the unit roster that OKW has access to, a potential good way to rearrange it is to accept that OKW teching has to be linearised:
Linear tech OKW:
MedHQ
Make it arrive way earlier. Gives the player access to HMG, LeIG (the beefy FBP version) and maybe Obers (with no upgrades) MechHQ (requires MedHQ)
Make it arrive 15-ish fuel later than live-version MechHQ. Gives the player access to luchs, puma and a more consistent Stuka (lower cooldown, lower cost, but no insta-wipes thing).
The tier should also give the OKW player access to a dirt-cheap FlakHT (something along the lines of 40FU), so that the halftrack is competitive to the Luchs, and is also the tier's lategame mainstay when it comes to cheap AI (luchs is not reliable lategame AI)
FlakHQ (requires FlakHQ)
- Unlocks LMG upgrade for Obers, same units as before, otherwise
(there would probably have to be a new upgrade to unlock as a prerequisite for King Tiger, to prevent it from coming out way too early)
Raketenwerfer:
The unit completely breaks the counter system. It's weak and RNG vs targets it's supposed to counter (tanks), yet completely negates infantry flanks with retreat.
Easy rework:
- Increase crew size from 4-men to 5-men (to make more resilient to AoE)
- Remove retreat button (to make it actually vulnerable to small arms fire)
- Add reverse button
Tougher rework:
Pak40-ish clone (price, range, arc, damage, rate-of-fire), on a raketen model with the following features:
- Soviet ambush camouflage at Vet1, instead of TWP
- 5-man crew
The raketenwerfer hard rework seems good, any lossible way to implement it ?
Is that really an issue to implement ostheer units in okw rister and rework it like that ?
Can't skins issue being ignored and only apply standard skins fir such units ? Like opel blitz.
Regarding flak ht, ever thought about an hulldown ability that lower its target sight, to make it survive late game ?
As I know volks can throw incendiary nade whatever. Keep crawling at the front of vicker and throw nade until you reach the range. That's all the skill you need.