Teching & Faction changes
We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to spread out their combat power more evenly throughout the length of a match by reducing their starting power and increasing their mid game power. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve:
Therefore, the following changes to the core of the faction will be made:
Starting resources
Starting manpower will be reduced to tone down the rate at which OKW is able to produce squads right from the start. To counteract the lower rate at which they will now be able to cap the map , starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to compensate for the loss of early manpower.
- Starting manpower reserves from 340 to 320
- Starting fuel from 5 to 10
- SWS truck cost from 100/15 to 70/15
- Additionally, the cost of Volksgrenadier squads will be slightly increased (see below)
Schwerer Panzer Headquarters
The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner.
- Cost from 200MP/120 to 100/80; unlocks Obersoldaten and the doctrinal Hetzer; Obersoldaten upgrades locked behind Panzer Authorization.
- Can now be upgraded with âPanzer Authorizationâ for 100 manpower and 40 fuel. Unlocks Jagdpanzer IV, Panzer IV Ausf. J, and Panzer V Panther as well as the doctrinal Flakpanzer IV Ostwind. Also unlocks Obersoldaten weapon upgrades.
- Flak gun disabled until the Panzer Authorization upgrade is purchased.
- Panzer Authorization must be repurchased if the Panzer HQ is destroyed and is required for all heavy tank call-ins.
General unit & abilities changesVolksgrenadiers
Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing.
- Manpower cost from 250 to 260
- Reinforcement cost unchanged.
Sturmpioneers
While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game.
- Veterancy requirements from 580/1160/2320/2900/3770 to 480/960/1920/2600/3150
- Veterancy 4 accuracy bonus moved to veterancy 3.
- Veterancy 3 construction bonuses moved to veterancy 4
- Concussion Grenade ability now requires to Veterancy 1 rather than Veterancy 3
MG 34 HMG
The MG 34 performs well in its role as a suppression platform, but its lower damage in comparison to other machine guns makes it difficult to gain veterancy. Requirements have been lowered to compensate.
- Veterancy requirements from 400/800/1600/2132/2666 to 360/720/1440/1918/2400
Kubelwagen
Despite the recent changes to the Kubelwagen, the unit still isnât very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments which will reduce the time required to be repaired.
- Health from 240 to 192
- Received damage modifier of 0.8 added.
- This will decrease repair times, without changing the durability of the unit (which is still 192/0.8=240 effective hitpoints).
Raketenwerfer 43
Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to be perform more like standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1. The retreat function has also been removed from this unit.
- Range from 50 to 55.
- Crew size from 4 to 5.
- Camouflage ability now locks the unit in place unless revealed. Cannot move, but can rotate.
- Requires veterancy 1 for camouflage.
- Retreat function removed.
Sdkfz. 251/17 Flak Halftrack
The Sdkfz. 251/17 is gaining a slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters over Mechanized.
- Fuel cost from 55 to 50
- Veterancy 5 bonuses moves to veterancy 3
- Veterancy 3 and 4 bonuses have been moved to veterancy 4 and 5 respectively.
Tiger II
Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage it does, while reducing the radius that it can kill full health models. Furthermore to help define its unique role, the Spearhead ability has been moved to veterancy 1.
- AOE distance from 1/2/3 to 0/1/4
- AOE damage from 1/0.35/0.05 to 0.75/0.25/0.125
- Scatter angle from 7.5 to 5.
- Spearhead to veterancy 1, Combat Blitz to veterancy 3
- Veterancy requirements from 4040/8080/16160/20200/26866 to 3630/7260/14560/18928/24606
Opel Blitz
The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced and it has been given a minor boost in mobility. It will now also provide a healing aura to infantry around it to further define its role as a forward base of operations.
- Requirement from 3 CP to 1 CP
- Now has access to Ambulance healing ability
- Acceleration from 1.5 to 3.
- Rotation from 30 to 38
- Fuel cost from 25 to 20
LeIG 18 ISG Incendiary Barrage
The Incendiary Barrage was underperforming for its cost due to its low damage, accuracy and rate of fire. The barrage ability has been adjusted to make it reliable at displacing infantry.
- Incendiary scatter angle from 8 to 7.
- Incendiary scatter max from 10 to 8.
- Incendiary reload from 2.3/3.6 to 0.75/1
- Incendiary shell garrison damage modifier from 0.5 to 0.75; only affects impact damage
- Flame DOT changed from 1 to 2
Flammpanzer 38t âHetzerâ
We feel that the Hetzer is in a good spotâ¢, but have slightly lowered its veterancy requirements due to its inability to harm vehicles.
- Veterancy requirements from 1560/3120/6240/7800/10375 to 1377/2754/5508/7020/9337
Overwatch Flares
This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares are required to be placed on points manually. In return, the ability can be used on territory points captured by allied players.
- Must now be planted by Volksgrenadiers, Sturmpioneers, Obersoldaten, and Jaeger Light Infantry.
No cost. Can be planted on territory captured by allied players.
- Takes 7 seconds to plant.
Radio Silence
In order to make this ability more attractive, and to give it a more tangible use, the ability now also lets infantry move at a slightly higher speed in order to supplement the attack. Ability cost has been increased accordingly.
- Added 1.2 movement speed for infantry during ability.
- Cost from 25 to 40.
Command Panther
The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to that of regular scout units. To compensate for this loss in scouting power and tech requirements, its cost has been decreased.
- CP requirement to 9 CP. Requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in.
- Sight range from 55 to 50
- Cost from 560MP/225 to 520MP/200
- Aura sight bonus from 20 to 15
Infiltration Grenades
We feel that Infiltration Grenades were too easily used at their previous cost for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased.
- Cost from 15 to 20
Sturmtiger
The Sturmtiger will now require a fully operational Schwerer Panzer Headquarters in order to be deployed.
- CP requirement to 8 CP. Now requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in.
Fallschirmjäger
Fallschirmjäger have not been very popular due to their high cost, timing and due to them being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment.
- Deployment cost from 380 to 320.
- Now drops in with Grenadier Kar98ks.
- CP requirement from 3 to 2
- Can now be upgraded with 2 FG 42s for free.
- Can upgrade a 2nd pair of FG 42s. For 60 munitions after the Schwere Panzer Headquarters is deployed.
- FG 42 Mid range from 16 to 21.
- FG 42 Rate of fire from 6 to 7.
- FG 42 far cooldown from 2 to 1.35
- Veterancy 3 accuracy accuracy from 1.15 to 1.3.
- Veterancy 5 accuracy bonus to +50% First-Strike Bonus.
Sector Assault
The anti-infantry airplanes of the Sector Assault ability are too effective, instantly pinning all enemy infantry in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress infantry in a wide area. Squads should no longer get pinned, unless they get strafed multiple times.
- Sector AI plane suppression from 0.25 to 0.0125
- Nearby suppression radius from 20 to 12
Assault Artillery
Due to the way Assault Artillery worked, the use of this ability was very limited and often did minimal damage in larger sectors. The ability has been reworked to work like more conventional off-map artillery abilities.
- Ability is no longer bound to one specific resource sector.
- Can now be targeted on any location with sight; except base sectors.
- Now drops 20 artillery shells over a 50m radius following up by 15 smoke shells in a 40m radius.
Sturm Offizier
The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.
- Target size from 1 to 0.91
- Passive aura removed
- Retreat on Offizier model death removed
- CP Requirement from 1 to 2; matches other officer units
- Veterancy:
- Veterancy 1: Reduces ability cost by 10 munitions.
- Veterancy 2: Increases squad size to 5, +10 to ability range
- Veterancy 3: +40% accuracy
- Veterancy 4: -29% Received Accuracy
- Veterancy 5: Offizier switches to an StG 44 (Panzergrenadier variant)
- Gains shared veterancy
Command Tiger I
The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheerâs Tiger I.
- AOE distance from 1/1.75/2.625 to 0.25/1/3.5
- AOE damage from 1/0.15/0.05 to 1/0.25/0.1
- Scatter angle from 7.5 to 4.75.
- Veterancy requirements from 3440/6880/13760/17406/20259 to 3090/6180/12360/15400/18150
Thorough Salvage
The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations.
- Thorough Salvage time from 20s to 11s