Or keep them as they are and lets pretend they don't wipe whole armies/assure win by annihilation when dropped on base sector.Found your problem, you seem to have not updated to September balance patch.
OKW has too much Ammo
23 Sep 2014, 16:06 PM
#81
4 Posts: 640 | Subs: 1
As an OKW player : I will gladly have the munitions penalty back. It is true that we have on our hands a faction that was designed with great units but a lot of resource penalties which add up - and was refined to great units with just a small fuel penalty.
23 Sep 2014, 16:19 PM
#82
Posts: 449
I don't think restricting munitions is the way to go here. It really was too punishing in alpha.
The problem as I see it, is that there's no real drawback to upgrading volks with shreks especially when their grenades are so damn efficient.
So I'd rather consider:
- an increase to the upkeep cost of volks
- a decrease in their accuracy gained through veterancy
- an increase to infiltration nades cost.
- a decrease to volks regular nades aoe range.
- less starting fuel
The problem as I see it, is that there's no real drawback to upgrading volks with shreks especially when their grenades are so damn efficient.
So I'd rather consider:
- an increase to the upkeep cost of volks
- a decrease in their accuracy gained through veterancy
- an increase to infiltration nades cost.
- a decrease to volks regular nades aoe range.
- less starting fuel
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