For many reasons will just mention few:
OKW used to have 2 infiltration units and now have none
4 men para are easy to lose during deployment
Totally disagree, I want my Falls to came from the sky lol, and they are really fine like they are.
It would open the road of creating a airdropped fall of ostheer commander with mode model.
I totally disagree again, don't balance Ostheer and OKW by making them as much similar to each other, I disagree with the idea of adding OKW units to Ostheer and vice versa, this factions should be diverse from each others and they already have many shared units between them.
I disagree with the Opel Blitz durabiility nerf , it gives muni reduction for abilities to the nearby infantry, and its role is to be in the front lines unlike the ambulance, and it cost alot more than ambulance and came much later, where many AT and maybe tanks are already on the field.
Agree with the most of what u said, but I think Heavy Fortifications fit Luftwaffe Ground Forces too because it has AA flak emplacement, but I also Agree that Ostwind should be in this commander too ,so my suggestion is replacing Heavy Fortifications with Heavy air defences, that include both flak emplacements and Ostwind.
- Veterancy 1 recharge moved to veterancy 4 (-10% recharge time)
- Veterancy 2 recharge from -30% to -20%
The stuka takes longer between rocket salvos now, typically 100% or 80% time instead of 90% or 63% time in live. Vet IV's quite a stretch under normal circumstances, nvm keeping it when they are desperate to kill it. (72% time if you somehow get it, but will typically take longer to get vet IV as you need more time between salvos)
From the v1 change, first post of this thread. It was part of a global themed change to all rocket arty to nerf their power levels and make them less activation spammy. And improve their utility features. Pzwerfer, Katy and CalliOP got changed as well. Land Mattress got a fix to its vet II but that thing was hardly difficult to decrew.
Thanks, but I thought this is a buff not a nerf, can u explain to me how this is a nerf?
note: "I think the changes to Napalm Rocket ability is the right thing to do because the Stuka take so much time to reach vet 4."
Added in later:
Yeah I remember this, but since it only affect emplacements and vehicles, I am ok with that.
They delete last okw weakness - healing option.
With easy access to healing 6min stuka gonna be way more potent than now.
Just pop out stuka buy medics, blob and win.
With this patch okw gonna be even more braindead faction with answer for everything.
Meantime brits got late game mortar shells cute xd.
Actually it is the opposite of what u said, now OKW can go to mgs and lelgs more easily which encourage more diverse builds and not just spamming infantry, blobing actually is a bad tactic that all Allied factions can do except the British I guess.
Stuka in the right place and maybe need a buff not a nerf, and it only punish bad blobbers who don't know how to dodge.
for the healing all factions have easier healing so what is the thing u are arguing about?
Any specifics? If it's the laser guided munitions, they tried scatter in the past and somehow made it even more OP. (I have no idea how )
Stuka did get nerfed this patch, along with all the rocket arty.
Can u explain to me how it nerfed and in which area? because it really doesn't need a nerf, it is easy to dudg, and it is the only
OKW answer against blobs, actually its need a buff not a nerf.
mhh honestly speaking , the JP4 does not need that many changes, 1 like elchino said bringing it at tier 4 base should see it more usable to counter a fast medium, 2 buff the first stike bonus to actually do something: from 25% to 50% too pen,dmg and acc
the unit has 0 pen buff and the reload is very similar to the su 85, so making first stike bonus actually useful would not be a bad idea
btw the vet req should be brought in line with su 85 cause if u see them they are basically the 3 vet of the su 85 divided in 5 but like double the vet req and they should reshufle the bonus liek this
1 Unlocks the "Cautious Movement" ability.
2 +160 additional healthpoints.
+20% accuracy.
3 For first shot fired out of camouflage:
+50% damage.
+50% accuracy.
+50% penetration.
4 +20% rotation speed.
+20% maximum speed.
+10% reload speed.
5 +15% reload speed.
+15% accuracy.
btw don't forget staggered vet bonus are less cumulative than 1 big one (30% cd > 20%+10% cd) cause math