AFter playing plenty of game in 1v1, 2v2, 3v3, and 4v4s I have come up with a theory on how to fixes the OKW Blobing problems, without having to change their units stats. (Note: I Still feel a need to do something with the Volks with shrecks) I fell that in everyone of my games with OKW that they tech way to fast into late game. Which is OBers and Panther. Obers can hit the field in about 7 to 10 min, and panther will be out around 15. this is a problems because at the point OBer hit the field the battle swings to far in the OKW faver. This is because there are no Manpower answers to Obers, only fuel. This is because Obers are late game units and they get the fight and vet in early to mid game. This is a problem and needs to be fixed, and to do this all that needs to be done is to delay OKW tier 4.
The fact that OKW only have to have either tier 1 or tier 2 before they can get tier 4 which has all their late game units is bad. Oster and Soviets have to wait until there call in come. Americans will only having to tech once like OKW, there late game units are no were near as powerful as the OKWs. This is why we see ober at 7 mins. This i feel is one of the major reasons for the Volks/Ober Blob meta. The fact is without the OBers coming in when they do the volks would stand no chance alone and allied inf could easily deal with then and force the OkW player to do something else.
So here are my ideas on how to slow down the OKW enough to let the other factions keep up.
First Change: Tier 2, Forward retreat point is not allowed to be bought till tier 3 has been built. Also Cost change for Forward retreat point to 200 MP and 10 fuel.
-the fact that OKW get a Forward Retreat point in the First 5 minutes is by far the most op thing in the game. the fact is americans don't get there Forward Retreat point until they unlock there last tier. (Sov and Ost don't get one at all ) This gives OKW so much map presence in all games types. This change will make the OKW blob retreat more meaning full, and punishing. The fuel cost is to reflect the power of forward retreat point, and the fact the american one cost 490 mp and 100 fuel (major and ambulance). Granted americans can move, but OKWs is harder then hell to kill. The fuel cost will also slow down tech, again the lack of fuel was because of beta OKW that only got fuel from 4 points.
Second Change: Tier 4 can't be built till tier 2 and tier 3 are built. This will A. give time for the other factions to get out their late game units. This will also justify units like the Ober and Panther power, because they in a sense have a extra 240 mp and 35 fuel added to their cost, because the OKW player must built tier 3. This will also stop OKW player from Blocking off half of the map with their Flak Gun in the first 10 minutes. This will allow the allies to amass enough of an army to deal with the emplacement.
Well this is my idea, and i feel it would be an easy change that wouldn't destroy the OKW as a faction and force OWK players out of the meta. thoughts?
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