Seems a little early to be so certain that OKW is broken. A dramatic reaction to balance changes at this stage indicates that some OKW players are likely experiencing an acute case of overpowered-faction withdrawal.
If an unfair advantage artificially inflates your capacity to win over a long period of time, it's naturally going to feel unfair when you're put on more equal footing with other players. OKW has artificially reduced the difficulty of winning for some time, so many players never developed the skills to operate successfully in a (more) fair fight.
If things seem more difficult now, take a moment and consider these two ways to interpret your experience with the patch thus far:
1. You might be on to something, you might not be. Ir's too early to tell with a reasonable degree of certainty. Old strategies may not produce the same results they did in the past. This does not indicate that any particular changes were faulty yet. It takes time to adjust to a new strategic landscape. Once you are more familiar with the new state of the game, your ability to handle things you struggle with now may improve and you will be more capable of distinguishing between learn to play issues and genuine balance faults.
2. You were just never that good, OKW as a faction carried you beyond your actual skill level, and now you're right where you belong or at least closer to it. |
I've seen players try to use KV-1 as a shield with jacksons. It didn't amount to much because we just ignored the KV-1s and killed the jacksons. They had us pinned most of the game, until they started wasting their resources on those KV-1s. Was hilarious. Would attach replay but dunno how, they really tried to make use of it.
KV-1 would make more sense if heavies weren't so omnipresent, but they are so... it has a tiny window of usefulness, and even in that window it doesn't excel at anything, its just mediocre.
I'd only ever put one out if I were desperate. |
Friends and I are trying to observe a custom game, but we cant figure out how to become observers... Yeah...
How? Thanks |
Combing assault troops and MGs has a lot of success for me as soviets and as ostheer. Supress while you approach. Blobs are annoying, but generally I find that works. Sometimes I add in a sniper at the back, or a mortar.
also flamers + mg is nice, because there is a disruption effect by the flamers against the blob. |
Huge respect to a lot of those changes, such as manual control of super heavies, direction options with single plane off maps and pak 40 reload. |
I don't swear very often nor do I dig conspiracy theories, but holy damn it sure does seem like relic team members are consciously trolling and actively working to spite the community, eh. lol. |
Exactly. But unless the devs recognise the fact, what hope is there? Also, without taking away the communal bonuses from cache's, OKW is always going to be OP. There's a reason they not able to build them, yet in team games, they benefit from any ost cache/opal.
Important point. OKW were designed(stupid) around a limited income. Shared caches remove this key inhibitor. |
Balancing this doesn't have to affect 1vs1 balance. Most of the problems are with late game units, and changes to accessibility are a good first step, I think.
- Change the maps. Remove fuel points from the larger maps(ones with a lot of regular points to provide fuel income) and/or reduce fuel point value on maps with fewer regular points.
- Specifically for OKW, hard cap the king tiger to one and solve that right away, just as with tiger ace.
Huge improvement for 3v3/4v4 only changes. Fuel caches can provide greater fuel income at a cost for those who still want to focus on armor in 3v3/4v4. |
Maybe a narrower firing range would offset its mobility. |
so hilariously true. |