OKW commanders do not need any major changes imo. They have one of the most versatile (viable) commander rosters (at least for teamgames) of all factions. My initial thoughts would be:
Luftwaffe
- Remove heavy fortifications
- Replace by Ostwind
Defensive
- Merge heavy fortifications and Field defenses
- Add For The Fatherland (slightly tweak bonuses? Maybe replace speed with RD or accuracy bonus)
Special Operations
- Tweak Radio Silence
- Move Artillery Flares to Command Panther (as ability)
- Add Sturm Offizier
Elite Armor
- Buff 221 a bit (cost from 220/15 to ~180/10)
- Remove abandon from Sturmtiger
Feuersturm
- Opel Blitz durability to ambu level
- Assault Package: flamethrower mutual with sweepers
Breakthrough
- JT population from 22 to 21
- Panzerfusiliers very small buff to Kar 98K, compensate with very small nerf to G43s (so 5 men Pfussie are slightly stronger, G43 Pfussies remain the same)
Scavenge
- 105mm Howitzer Barrage requirements lowered from 5 extra shells per 100 abundant munitions, starting from 300, to 2 extra shells per 50 abundant munitions starting from the base cost of 180; so 2 more at 230, 2 more at 280, 2 more at 330, etc. Cap decreased from 500 to 380 munitions (so the maximum of extra shells is +8)
Grand Offensive
- Minor Tiger buff
Overwatch
- No changes
It looks very solid and good changes, I just wish that we could have both Ostwind and AA flak emplacement merged in one slot in Luftwaffe, because it is not an OP idea and the flak emplacement fit this commander too lol. |
I did. Its more expensive then half units listed and doctrinal, wich isent mentioned. Has larger scatter but bigger aoe. Rof is also lower then most if not all. I could only find shot fired in relation to remaning hp, not rof that or i glanced over it somehow.
It also shows it cant one shot full hp squads. Again ifvits a braindead unit it would be build nearly every game at all levels of play, wich it isent. The standaard soviet mortar is more cost effevtive.
There are other things that need a look, the 120mm isent one atm.
Well maybe u are right, I just said what I experienced , there is certain maps in 1v1 that are very small, that the 120mm can hit the middle VP from almost the base, and in one map in particular I don't know its name, but it is a 1v1 map that has a bridge in the middle and inside the bridge there is a VP, whenever I fight Soviets in this map they use this mortar, that cover very important area in the map in a very little effort. |
Historically after the assault in Crete Fallj did little airdrops and fought mostly like infatry.
JLI was the other infiltration unit but the instant spawn at CP1 was simply too oppressive.
Thanks for the info, but I still think they should stay as they are, and maybe we could add other infiltration variant of JLI in this commander to replac Artillery Flares, but it will require CP2 instead of CP1.
similar to what Smartie suggest, but without taking units from Ostheer. |
I disagree.
If its a braindead unit you would see it every game, wich doesnt happen. I am not sure on the numbers but its damage is not amazing among mortars, its sounds on impact however, making it seem awsome. If it does one shot at all it massive rng roll. And that for a pop and ecpensive mortar.
There are plenty units abilities that can one shot far more easely then the 120mm can.
It is used alot of time and in certain maps more than others, and it depends on your lvl to see it or not see it much offen, that doesn't mean it doesn't need a nerf, and its accuracy is actually fine especially with barrage, in addition to that its AOE is pretty big.
u should check Vipper reply if u want real numbers.
|
Why? It isent used all that much. Its horrible ineffecient, esp cost and pop wise. It doesnt do amazing damage nor very accurate.
Its damage is more than amazing actually, it is just a braindead unit that can counter all indirect fire and support weapons so easily , and it can wipe any unit in just a few shots if not one shot only, it is similar to the American howitzer but with a retreat button. |
You have every right to. On the other hand Fallj where design as an infiltration unit and where an infiltration unit for years. OKW used to have 2 infiltration unit and now they have none for no apparent reason.
The unit would simply use the same model of entities and would be completely different. One would be an infiltration unit the other normal paras.
I agree with u that infiltration problem should be solved but I don't think this is the right thing to fix it, Falls are actually paratroopers and are fit well with OKW and they are one of their unique and iconic units , that shouldn't be just removed and given to other faction, maybe to fix the problem we could re add the second infiltration unit that has been removed, but what it was and why it removed? |
I will suggest also to nerf the HM-38 120mm Mortar Squad.
|
I forget to mention that sturm tiger need a buff, it is too slow to move, too slow to shot and its damage was nerfed alot which make it in a really bad spot. |
USF and OKW still should NOT have access to snipers + there is no model, therefore its impossible anyway.
Its way too much work for something that's more likely to be gamebreaking then not.
Agree, voth OKW and USF should't have snipers. |
Agreed on this, that's why I wrote:
It’s more about fine-tuning them instead of reworking – result of the good changes in the past!
But a closer look at some of the commanders shows that there is still room for improvement:
An example:
- Zero arty in "Fortress" is the game's most expensive off map ability but does not have nearly the same impact as other 12CP abilities.
- Heavy Fortifications and Field Defenses have huge overlaps, these 2 commander slots could easily be merged. We just need to take a look at Whrmacht's Defensive structures ability which offers as much stuff as "Heavy Fortifications and "Field Defenses" together.
There is more than enough room for 1 more ability in this commander.
Agree. |