Oh sorry.. I forgot i should have hide my 200FU Panther on my base. Instead of attack with it. Well thanks your advice its always useful..
Well keep playing against volks spam then... and wonder why no one wants to blindly attack you with the "BEST TANKS IN THE GAME".
If you start rushing your tanks against two dedicated TDs and someone who uses a doctrinal ability, you're gonna have a bad time. That's how this game works. Reverse and wait for Mark Target to go off. Flank with Shrecks. Get raketens. Get a Jagdpanzer 4 that will wreck the SU-76. OKW has a wealth of options. If you refuse to use them and imagine your Panther should destroy anything on wheels simply because it exists, well, joke's on you.
I also find it hilarious that you complain about the AT capabilities of Soviets, of all factions, as OKW. Heaven forbid they have one decent AT unit and one good, doctrinal AT ability. |
Brits meta: "rush a crom and run over OKW/OST, GG"
The best medium which hits zhe field much earlier than its counterparts
How does one ''rush'' a medium tank that requires 250 fuel to obtain unless they dominated the early game hard?
And given that Brits have mediocre early game, if any Axis player manages to be beaten by them, they deserve a facefull of the King's shilling as I see it. |
Nerf Tulip, buff its main gun. I hate the fact that it is purely an alpha strike unit. It deals absurd damage with Tulip + shot, then it's basically a sitting duck for 10+ seconds due to its bad reload time and traverse. |
Maybe if Relic wouldnt nerf systematically everything useful on OKW side, than people would find alternatives to volks. Brokensoldatens are still overpriced. The stock unit is still overpriced as hell, and theyve got constantly wiped out easily to any random cr*p.
RkW43 is still crappy. Its good as a complementary unit for volks, but 2 rkw43 covering eachother still not enough in most cases.
90 MU panzerschrecks are munition sinks for OKW. 90MU for a single schreck is still a high price. Ofcourse 3 or 4 of these can counter light and medium vehicles... thats their job, thats what 90MU was paid for.
I think its a joke that some people still cry for nerf just because they want to counter an AT weapons with a vehicle. Ever thought about building rifles with double upgrades? because most of the allied infantry can counter volks with schrecks without any problem. Should i cry for AT gun nerf because they counter my light vehicles and i dont want to use my infantry to deal with them?!
Please. Sturmpioneers are still a good unit if you use them well. The new Kubel is a backcapping, early MP bleed machine. Raketen is the most idiot proof AT gun out there and shines with cloak and veterancy. And apart from the IR and AA Halftrack which do suck, every single OKW vehicle is very good at what it does. They have the best TD, the best AT light vehicle, the 2nd best light tank, the 2nd best medium tank, the best tank hunter, the best heavy tank, and the best heavy TD. To say nothing of their very strong doctrinal infantry, and hell upgraded Obers are still only second to fully kitted rifles and paras in terms of asskicking. If there's one faction that can't complain about bad units, it is OKW.
I play a lot of Soviets and Ostheer. Those factions can complain about useless units. OKW can't. And not every Allied players plays US and has the luxury of Terminator mainline infantry. Brits can manage with Brens and/or snipers, but Soviets need to vet their shocks or Guards ASAP because conscripts are a no-go against any halfway decent OKW player. |
shrecks are fine, nobody credible is complaining about shrecks. They are 90 muni and they can be dropped.
If you think okw blobs late game are a problem then it's a l2p issue it's not broken.
Enough is enough with these posts FailFish
The problem is less the balance (albeit there is that) than the fact it is boring as fuck to have every single game against OKW be Volkspam into heavy vehicle, with myabe a Luchs somewhere. USA also have that problem with riflespam (hello WFA faction design) but at least they have the excuse of having no other credible non-doctrinal infantry units. OKW has options but still spams the hell out of Volks because why wouldn't you want a sturdy squad with decent AI, good grenades AND shrecks? |
Arrive almost instantly? Can some say 45 munition FOO artillary?
BAD IDEA
Well OK I misspoke, not instantly but it shouldn't take 10 seconds to land. 4-5 should make it able to maybe hit something once in a blue moon. |
IS in cover, a 2nd Vickers if things get out of hand, perhaps an MG UC (I prefer it to the Wasp) but you risk it being annihilated by the 222 so be careful. Don't be afraid to extend T1 a bit. |
-Give tommies their decent stats back, keep the vet nerfs. ATM they lose to freaking Volks at vet 0.
-Buff base howies. Like, a lot. It costs 45 muni to be able to call-in the barrage and another 40 to actually do so. It should arrive nigh on instantly and do a lot of damage, especially to buildings. Keep the red flares of course.
-Emplacement need buffs. And/or, allow them to be relocated. Say, a 10 second pack up and 15 second setup time to do so, with the crew being very vulnarable during that time so you need to protect them.
-Reduce the AEC's price so that buying it doesn't grind your teching to a halt and costs you 440 freaking MP for a mediocre light tank.
-Buff Firefly's fire rate to a reasonable one, and nerf the Tulip to do less damage and cost a bit less ammunition. I hate that the unit is reliant on this ability to properly perform its role.
-For the love of all that is holy, buff PIATs so they can hit something. Increase cost to 60/70 as compensation if need be, but I'd rather get something good for that price than a useless, 40 muni PoS that only takes up space and can't hit an immobile KT. |
It was mostly nerfed because of the squadwipe potential, especially from its indirect fire.
IMO it should get an accuracy buff so that it can snipe models better, but not a big AoE to avoid it gibbing squads from afar. Or maybe more health so it can survive in the frontlines longer. |
while true the 17 pounder is a huge emplacement,this means its hard to build it or even use it,and its also an easy target to hit,also while it has around 800hp it also receives bonus damage from specific sources(like flame weapons)which makes the emplacements durability look bad
and if thats not enough it costs a alot of resources(400mp and 75 fuel)
and and 20 pop cap for something thats static and you see how stupid the pop it takes is.
Yeah, it's incredibly impractical on most maps. I could see it working on Minsk Pocket or the central alley in the Refinery map, but anywhere else is not worth it. 20 pop is ridiculous for a fixed emplacement. |