This
This was basically a limited roll back on OKWs resource penalty. Except instead of just putting back the flat resource rate, they just inflated the prices of the late game tanks. This is better because it's way easier to control then a flat income penalty that punishes light vehicle play. It's the price they pay for getting T4 level armor at T3 timing.
Comparing it to the Easy 8 and T-34/85 is bad because the problem is these tanks also arrive earlier then they should. They should honestly have a CP cost like they had before.
from what I see of the fuel price increase promote stuka spam + shrek blob+ AT gun wall.....
OKW Battlegroup HQ still need a fast armor to fight ally fast Light armors in game, battlegroup HQ currently have nothing, (flak HT got ate by ally light armors for snack, and it need immobile to fight) when ally light armor hits the field OKW usually have no armor to roaming the battlefield to help to force it off, and because speed of ally light armor they can easily run pass OKW VG and AT guns. I found ally light armor is very annoying in early mid game stage as OKW have no armor. |
If you add tech price to Shreks (and Relic should), then I agree, the munitions costs for 1 Shrek would need to come down. But the other guy is right too, Shreks are vastly superior to Zooks, so the cost in munitions (if not tech) should reflect that performance.
So build your first truck for whatever it is. Then research Shreks for 125 MP, 10 fuel. Keep in mind OKW inexplicably has its AT gun in T0, so it's not as if delaying Shreks would leave OKW helpless to light armor. It simply wouldn't give them as quick an instant counter that their base and most numerous infantry can pull out of their pants in the middle of a fight, whereas USF and UKF counterparts must retreat (yielding map control) to pick up AT weapons.
You see how these issues begin to snowball into a faction that--if not overpowered--is dramatically easier to play? And is significantly more frustrating to play against?
Bottom line is OKW needs more fuel sinks. It's a huge part of the reason they are so quickly getting Luchs, Panthers, King Tigers, etc. They don't have to make any choices while teching up, whether they want medics, whether they want hand held AT, whether they want grenades.
You tech to ONE truck and get medics, flame nades, and AT weapons.
Why? What justifies that w/ 100% resource income?
i am ok with tech price. only says it should bring shrek down to 60 as I post few post before. shrek 60mu while zooks 50 MU i think the performance and price justified. |
You're really bad at sarcasm.
Base flaks have about 1% chance to shoot the plane down.
Schwerer side cost free flak on the other hand...
i think you quote wrong guy, that is nothing to do with my post... O.o
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considering shreks will pen every allied tank 9/10 shots, and do more damage.
no.
add tech price remain 90MU that could be insane price.
if you talk about double shrek lol ya no one want see it, just think it is 5 men shrek pg sq. |
That's great to hear, thanks for the heads up.
The pop cap is only the first part of this that needs to be addressed though. The faction desperately needs to lock some of its stronger abilities / units / upgrades behind side teching, just like the other factions. Things like flame nades and Shreks and medics and engineers should no longer come free w/ standard teching. To put this issue into perspective, 1 USF bazooka costs 150 MP + 15 fuel + 50 munitions, whereas 1 Shrek costs 90 munitions.
Just crazy town right now.
lol you shouldn't count that way 150 MP + 15 FU + 50 MU for 1 bazooka vs 90MU for 1 shrek is just bad comparison, if you count the number of bazooka and shrek both side got, for example I never see USF with less than 4 bazooka so it is 150MP + 15FU + 200MU vs 450MU for 4 shreks, in this comparison i believe 250MU worth more than 150MP + 15FU. and USF can get 2 for each sq while OKW can only get 1, so it is like a Troll fee for me. if put tech price should give OKW same able to upgrade to 2 shrek with cheaper price maybe like 60MU, trust me you don't want see double shrek VG blob... |
piat is better at AI than AT lol, you should trust your 6 pounder for AT |
OKW needs free AA because of resource penalty and crappy early game. DUH.
you must haven't read the patch notes. OKW now receive 0 resource penalty now. and it having the strongest early game atm. seriously i think its starting MP is bit high, unless ally spam HMG early. |
Hey folks. Let's not forget these guys have assault rifles! No other units got them. That being said, for 45 munis the bundled grenade is pretty weak sauce. It could use quite a buff, but not too much. After all, I did have this match a couple of hours ago.
These guys are the ultimate USF blob terminators.
The bundled grenade imo should be replaced with a regular stick grenade for 30 munition and a smoke grenade for 15. The above photo is what a well placed bundle grenade can do. So we should be careful about what we give these already very powerful units.
if PG got smoke could be awesome, it is been a while since I use PG as AI infantry as it just not line with any other AI infantry anymore. also I think USF should move their smoke nades(also should be nades instead of rifle nade) into their captain, major and LT, to prevent USF keep on spam them to nullify german defenses in a huge area. |
well it is kind very strong in 2v2 and 3v3 games, but i don't see much problem in 1v1 or 4v4, also it is depend on maps.
specially in 2v2 if team with USF.
I had a game that UKF and USF dig so well around the mortar pit, that our 1 mortar HT and 6 OH mortar can't take it out. and our mortar team keep on getting wiped. every time we focus mortar on it. the USF, and UKF infantry blob will push out to push away ourt mortars and we try to use HMG to and infantry to protect mortars but it will not work as USF smoke nade will neglate HMG and they have bigger infantry blob.
it was behind shot blocker so our AT gun can't touch it, and it is surround by USF fighting positions. so we cant really flank it. we only manage to kill it once I got my two pwfer to rocket the shit out of it after using mortar HT flame to force it to spend its brace. |
They should work on friendlies imo.
It encourages team play.
some i felt it is too powerful in team games
like FHQ on some maps if it is on a good building it is almost impossible for german to push them off until some hard counters like walking stuka or pwfers as germans can't set buildings on fire as easily as SU. (i never see double flame nade from volks set a apartment building on fire, but i did see 2 Molotov set apartment buildings on fire all the time. )
i also find SU mark target ability kind OP in team games. it is suppose to help SU to fight german armors as Main all around SU armor is T34-76 which is weak against german armors and help SU85 and Zis to force off german armor more easily.
however, in teammate once the mark target applied. all allied faction tanks and AT guns can hit the german tank so hard. like M10, Jackson and firefly 1 shot can took out so much health on a panther. and those tanks are usually company in 2-3 of them. i got quite alot instant death because as my panther peak out got mark target try to back off with full hp, 2 tanks and 2 AT gun fire together for 1 round at my panther it is dead. I think it should only apply to the faction who used skill. so is the marked target command panther have. |