This makes holding territory considerably less important for OKW than other factions. That's why rushing straight for an enemy cutoff at the start of a game rather than back-capping is so effective.
That's where the big error is in my opinion. In a game that is almost entirely about capturing and holding territory, one faction doesn't actually need to capture and hold territory as badly as the others.
I disagree, this game is mainly about keeping your stuff alive while killing/wiping as much of your enemie's. Holding and capping teritory is secondary to that. And that's why OKW gets the longer the better, good unit preservation is way more rewarded with this faction than it is with others.
OKW has few very specific issues:
- The Volks by themselves arent OP. The stupid amount of XP they get once upgraded with a Shcrek is the reason for them rushing to Vet5 by 15-20 mins, and then becoming invincible blobs of cheap destruction vs ALL UNITS USF has i.e. Infantry, Light and Med Armor. Try and play with Volks without Schrek upgrade and not only will they take forever to Vet up, but then without the Vet bonuses they suck, hard. [So: Reduce the absurd XP gain Volks get with Schreks and the problem is mitigated. As its the Vet bonuses that make them absurd - and getting to Vet 5 is currently a cakewalk]
I disagree, I'd rather alter the vet bonusses they get. Having a 5-man squad gaining even more survivability with vet is too much.
- There is a great thread on the long range efficacy of panzerschrek. However, if that is nerfed along with the above change to Volks Vetting, the OKW desperately need the Raken buffed, oh so slightly, theyre not as bad as people make them out to be (Id say a slightly wider arc and slightly quicker reload).
Remember that a Shreck nerf also directly hits Ostheer which only recently got the Pak 40 nerfed...
- Obers with LMG are absurdly good. For a MP only unit, they volley off 2-3 squad members inside first burst. Either their LMG upgrade needs to be purchased AND/OR long range damage needs a nerf.
I'd rather give them two lmgs and split the dps, see how that works. Imo the 1919 and lmg34 are still too potent.
- I cant say about Soviets, but USF has no way to counter Panther/Tiger without using the Airborne Strafe. This cant be acceptable that a single commander's ultimate power is the ONLY viable counter v/s Heavy OKW Armor. (This problem is shared with OSTH and is more about USF's lack of Heavy Armor counter.)
I disagree. Jacksons can hold any Ostheer armour at bay, so can double AT-Guns. Tbh I think the USF AT-Gun is very underestimated and underused (giving it an actula hold fire ability would make it even stronger). I find the absence of a decent mine why more limiting.
- The penetration of the Flak Truck needs a nerf vs Medium Armor, Period. It punches through Sherman like it punches through Riflemen. Absurd. Once its put down, that region of the map is a done deal. Leading to the final point.
Agree, the dmg done to medium vehicles is too high. I guess lowering the pen value of the Flakgun should solve this Issue.
Finally, Overall as Romeo puts its, its far too easy for a OKW to sit around the 3-4 territories protected by his mobile trucks, and churn out Volks+Pschreks, Obers, which frankly by themselves can easily win games, but then ofcourse hes just waiting for the God Tanks to arrive. Which is why you see far too often 'OKW comebacks'. There is no 'comeback', its either a super early Luch or Panther that once it hits the field, just flips the game on its head amplified by the Volks+Ober blobs.
OKW needs nerf, with a hammer.
This only applies for USF because they lack artillery. Whenever I encounter a OKW player as Sov, and he puts up his trucks aggressively he'll get artillerized back to the stone age.
Overall I don't see the OKW as the source of all evil. I guess the main Issues are listed here, apart from that I find them to be a very entertaining faction to play with and against, also very diverse and not call-in dependant at all.
Which leads to the main problem I see; the other factions need some spice.
-USF, Should get mines and some reliable arty (scott, pack howitzer barrage that actually does something)
-OH, needs some serious buffs and the teching needs to be adjusted so t4 becomes accesable.
-Sov, well.... where to start... If their core units could just not suck I'd be sooo happy ^^ (most disappointing and boring faction so far)