What's the deal with OKW?
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Anyone feel the same?
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Balancing something that 'different' is tricky, and even if its balanced, a lot of people find that it's just too different to be fair (or is fundamentally flawed, etc.). As a result, you have a lot of debate over it.
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2. The most powerful units.
3. Access to 5 veterancy.
4. Flak base locking down area and denying cut off mechanizm.
5. "Starved" faction with cheap teching and Panther 2-3mins after Sherman.
6. Convert muni -> fuel and fuel->muni (really starving...)
7. Good early game.
8. Decent mid game.
9. Unstoppable late game.
10. Blobbing, the only true tactic.
11. Amazing meta: Volks -> Obers -> Panther.
Designers be like "No, no, it's not OP, it's in good spot"
Soviets vs Ostheer was quite good.
Ostheer vs USF is tricky but it needs few changes to be somehow balanced.
But OKW...
Posts: 4928
The other three factions are relatively similar; base building, army composition, etc. OKW is the "odd one" (similar to CoH1's Brits) in that it has mobile base buildings, relies heavily on 2 units (Volks + Obers) and has unique gameplay mechanics (fuel to Muni, muni to fuel, vet 5, etc.).
Balancing something that 'different' is tricky, and even if its balanced, a lot of people find that it's just too different to be fair (or is fundamentally flawed, etc.). As a result, you have a lot of debate over it.
Plus OKW was extremely different before it was released, it got a near complete redesign right before the game launched. This means a lot of the balance problems caused by OKW are a result of it being more or less thrown together at the last minute. Originally, OKW got 33% resources from every sector, except the ones it parked its truck on, which gave 100% but could go up to 200% although I don't remember the specifics. Trucks had to be parked in a 'chain' linking back to your HQ sector as well. OKW's strength with units like the Panther and Obersoldaten were needed because you had a thin line that absolutely needed to be protected. OKW was changed dramatically since then, while their downsides have been largely eliminated, their advantages haven't.
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Posts: 2053
Make's people cry the hardest despite the faction having basically nothing to counter allied indirect fire. It's like almost everyone forgets that Artillery exists.
True, but thats the only disadvantage. And artillery doesnt instant win games unlike other things. *cough* heavy tanks
ONE DISADVANTAGE
But "OKW OP" comes from 4v4, the source of all BS. USF should not be allowed to be played as for that crap.
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The german side has its own and ardent fan crowd. Anything you sneeze at them will rally them to the defense of any advantage the german side may have.
And that's been the beginning of many threads for years.
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True, but thats the only disadvantage. And artillery doesnt instant win games unlike other things. *cough* heavy tanks
ONE DISADVANTAGE
But "OKW OP" comes from 4v4, the source of all BS.
Of course OKW is more powerful in 4v4, OKW preforms at it's best with Ostheer support. But your being dense if you think the only counter to OKW is artillery alone. It's just it's overall biggest weakness.
Also: B4 + For Mother Russia = Dead Heavy Tanks.
Posts: 2053
Also: B4 + For Mother Russia = Dead Heavy Tanks.
I keep on forgetting to use For Mother Russia... It somehow boosts the B4 because reasons. However, the facepalm that occurs when you #skillshot a repairing Tiger in the enemy lines and it becomes abandoned. But itll be dead again in less than a minute. > : D
USF is weird. It owns Ostheer but usually will get eaten by OKW. WFA is just a mess...
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Yeah that's mostly due to the Jackson. Overall the meta is just all over the place ATM and placing the blame on any one faction is dumb and intentionally dense.
I dont actually blame a faction. I blame design and the fact that Relic has never redesigned anything. Nothing improves without change, and future change is simply... Nonexistent. Its just.... Bad. I have no respect for it.
Meanwhile its easy to point fingers at the pet faction that rewards you for nearly everything. (Its not perfect and not everything is super duper awesome, but it certainly does reward you for investments where Ostheer and Soviet teching spits in your mouth. Will this ever change? NOPE)
Posts: 1802 | Subs: 1
I think for balancing the faction, we need an overhaul and change in the meta. I don't wanna start a balance thread, but the game flow should change. Things like giving Volks AI weapons and removing shrecks, give them proper AT and panzerfausts, nerfing Obers etc. If you simply nerf a few units, the faction becomes unplayable.
Long story short, OKW play style and game flow is broken, not actually OP IMO.
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So the deal is macro and micro isnt rewarded as long as Okw is around.
Posts: 1705
Soviets vs Ostheer WAS quite good.
Ostheer vs USF is tricky but it NEEDSfewchanges to be somehow balanced.
But OKW...
Fixed.
As usual relic will overnerf OKW and ostheer will remain invisible to them.Might just as well delete the faction from the lower game modes.
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No fix on obers until 1919,shocks(to which OKW have no stock infantry counter save obers and mass blobbing) and para reinforce cost gets the nerfbat as well.
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