Hi everyone, first of all I want to thank the balance teams for their great work, and I also want to mention that this is not a complaint about balance itself.
I am very sad because OKW and USF doesn't get any new things just adjustment to old abilities and units, while other factions got alot of new cool and interesting units, for example Ostheer got new officer and new cool forward building which can repair,buff near tanks and enable you to build repair bunkers, while Soviet got new supply truck and bunkers and of course British got the new cool Raid section, in the other hand OKW and USF doesn't receive anything new and their was a great opportunity to add new units for them. and I will talk about some of the units that could be added for OKW in my opinion, because it is the faction that I play the most.
1- for the fortification commander they could add new engineer units which is cheaper with the same skin as Sturms(similar to what they did with raid section) but weaker and they could make it different than pioneer, just give them some different abilities and this will work alot with this commander because it depends alot on engineers.
2- Sturm officer for Special operation doctrine could be easily replaced with other officer with different name and abilities but similar skin, similar to what they did with the Ostheer new Luftwaffe Field officer.
3- there was some un used assets and abilities like SdKfz 251 with open roof and hull down assets for OKW tanks, they could add any of that.
4- what other units do you think could be added?
So what do you think about this? and is their any future patch where OKW and USF can get some love and new units and abilities?
note: maybe I said wrong names for some units and abilities, but I think they are clear any way. |
WARNING: I know this is very debatable topic.
And I do believe OKW needs some buff on late-game volks(with possibly buff on 4-5 vet maybe) to compensate it's low WR in 1v1, but I just wanted to give it a shot.
Despite low WR of OKW in 1v1, it is still dominating faction in 3v3/4v4.
So this suggestion is to minimize impact on OKW in 1v1/2v2, yet somehow make it weak in 3v3/4v4 (or at least delay it's timing).
(https://coh2stats.com/stats/month/1614556800/4v4/wermacht?statsSource=top200)
(We will see how Apr. stat is in one or two days after)
My suggestion is make walking stuka locked behind tier3 (with or w/o tier3 upgrade is debatable) but buildable in tier2. Which gives rush-walking stuka about 3~5 min. delay from current timing.
This won't hurt in 1v1 or 2v2 because... Well, because no body rushes to go walking stuka. And when they do need it, you probably already have tier3. It's just too risky to spend first 100 fuel on arty unit.
But this changes in 3v3 or 4v4. The risk gets very minimum with help of allies / how game goes (line battle). There is very little chance of loosing first walking stuka in mid game. At the time Allies only have at best stuart / AEC / t70.
Walking stuka is the fastest rocket arty that arrives in battle and deals dmg to the line (at around 8~11 min).
All other non-doctrin arty is locked behind final tier, and only thing comes at best similar time is land mattress (sucks hell).
Recently I have not gone for the 3v3 or 4v4, mostly focusing on 1v1 but I have seen many players (especially when they are at AT), at least one player goes for early stuka & rest tiers up for the tank. It makes Allies bleed mp without plausible counter at the moment(again, 8~11 min.).
Any feedback is welcomed.
I don't think they will make something like this because they need to fill the gap in T2 and since they won't add new units to the game I don't know how this will work.
Edit: Also early walking Stuka is so vulnerable to dives and it delay your tech and tanks too. |
Also a dregs from a early OKW with rresource income disadvantage. AFAIK salvage is their to compensate it. And I'd say it's not bad especially when you can get cache effects from WM in team game, and you don't go cache much in 1v1. Abillity to destroy any abandoned weapon is very good(I feel like income resource isjust sideeffect mostly)
Salvage don't give munitions so adding just munitions caches will make every one happy, and what if there is no WH?, simply there is no reason to not give OKW Caches. |
I don't know why OKW don't have cahces until now, at least it could have munition cahces. |
Having a doctrine with a 250/1 or the 251 open top halftrack that OKW should already have in the game files would be nice
Edit: this must be it
Does anybody know if the model is finished and working?
This is very cool please balance team add the 251 open top halftrack there is no reason to not includ it all the original voice lines and assets are available.
Edit: it could be added to the fortification doctrine instead of For the Fatherland or ot the spic ope instead of the Sturm officer and it could include Sturm officer inside it with extra cost, OKW lake transport units and this will be great addition. |
The new Sturmtiger seems pretty reliable and therefore good now. But i havent used it against (real) players yet, so im not sure if its broken or not.
About the 221/223. That unit just isnt good against infantry or light vehicles.
-The Kubel is better at supporting squads than the 221.
-The cost of the 223 (i think 320mp and 30 fuel) is way to high for the unit. The combat upgrade is bad. It struggels against Vickers-UC (lol).
-The passiv income boost is good i suppose, but most maps (2vs2) dont allow it to be placed on the fuel. And i wont pay 30 fuel+ 4 popcap to get more munition income.
Nobody wants to give OKW an oppressive light vehicle, so a straight combat buff or timing buff is out of the window.
Imo either adjust the upgrade cost from mp/fuel to munition or let the unit be decent against aircraft (maybe 222 lvl).
+++ |
mine at vet 5 which is joke.
I was going to say that, mines should be in vet2/3 if you want to see any use of them, this is not a combat unit as many said before and it spend most of its time as a cache unit how you want it to reach lvl 5, I hope they will change that. |
Some commander portaits were changedin the update before
Thanks. |
Is that new OKW art that I spy for commanders? Very nice looking! What are you talking about ? |
They lowere flak pocap, made it not decrewable and merged flaks, trenches and tank traps with s-mines and bunkers, which the commanders did not have.
Yeah I forget about those |