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Unofficial OKW Redesign Thread

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7 Nov 2015, 21:31 PM
#21
avatar of Wygrif

Posts: 278

If Relic is serious about OKW being an early-game faction, they should invert the veterancy system. Knock it down to three stars, give them the best vet 0, and the worst vet 3.
7 Nov 2015, 21:33 PM
#22
avatar of SnafuKurikai

Posts: 59

I still like the kubel... Maybe something could be done about it like the kettengrad from coh1? It could have different abilities depending on how you upgrade it... It could capture territory OR place mines OR provide players with early game suppression

And if everyone really wants an MG34.... i'd rather have Leig's replaced with MG34's
Maybe even switch the american howitzer with the mortar halftrack too.... Just to sort of mirror the changes...

But then again that might leave OKW without any artillery.... What about the IR halftrack then?....that could become doctrinalz....

Could maybe give a buff to said ISG's since they'd become doctrinal.... But then again that might just make that commander meta and take it back to everyone complaining about Isg spams

7 Nov 2015, 21:34 PM
#23
avatar of AchtAchter

Posts: 1604 | Subs: 3

Your suggestions are horrible. Just stop.
7 Nov 2015, 21:40 PM
#24
avatar of SnafuKurikai

Posts: 59

The vet 5 units are cool though, i really think they should keep that because it's something unique to the faction
If they replace it with 3 atars i hope theres a little more of a twist on it, similar to the panzer elite's veterancy from COH1

Something that sets them apart from the other armies rather than just stats and the way their units look
7 Nov 2015, 21:47 PM
#25
avatar of US3K
Patrion 15

Posts: 104

Copy pasting from a different thread:

My ideas for a volk rework/suppression fix

USF buys riflemen who will always function roughly the same with minor changes depending on how you equip them. The 'nature' of the squad doesn't change.

How about OKW you buy the cheap infantry squad - volks - then upgrade them in a way that fundamentally changes how the squad operates.

Basic volk squad would be a very cheap RE/Ostruppen deal with a merge ability, they can then be upgraded with an mg42 which gives them the ability to set up a suppression cone, but can't be fired on the move and needs a setup/teardown time. Effectively changing the squad from basic infantry to a support weapon.

Remove the panzershreck upgrade, another upgrade would be a raketenwerfer. You want a raketen? Buy volks, upgrade them to be a raketen squad - raketen can even already retreat like a normal support weapon.

Other upgrade could be mp40/stg44 upgrade turning them into assault troops, or a repair upgrade turning them into good vehicle support troops with maybe a Faust snare ability too.

Each of these upgrades could be tied to the deployment of a tech building that makes an interesting choice for the player.

If you want elite infantry you still need obers to fill the gap like paras or falls. Remove the suppression from kubel after this change, give pshreck to Sturm's with toggle ability same as minesweeper.

It would even make a sort of thematic sense as volks being a cheap basic unit that needs to be trained into a specialised dedicated role. They'd be a sort of glue holding the big building block units of OKW together.
7 Nov 2015, 21:52 PM
#26
avatar of oakdk
Patrion 14

Posts: 69

I really need som kind of MG when i play them, even more in team games. I find it hard not to blob, and the commanders just not give that extra.... And its not because its a l2p, i have more than 1300 hours og coh2 and coh1... So but the mg in HQ, and remove them in the commanders with something else, maybe a "super" kugle wagen....
7 Nov 2015, 21:56 PM
#27
avatar of austerlitz

Posts: 1705

Three options -

OPTION A - FUNDAMENTAL OVERHAUL

Remove vet 5 feature
Remove resource penalties
Redo teching costs(limit KT to 1)

OPTION B -PARTIAL OVERHAUL

Allow 66% income toggle choice between MP and fuel,rather than compulsory fuel.
Reduce vet requirements by 25%
Give volks for the fatherland like defensive ability in friendly territory to survive rifles/tommies.
Obers 360mp and less reinforce time.
Small teching adjustments if necessary

OPTION C - UNIT OVERHAUL

-33% vet requirement costs(except on volks)
Give volks FTF like defensive ability
Give OKW a midgame manpower-based shock unit like Wirbelwind/Stuh42 of coh1 which allow them to control blobs better.
Reduce fuel cost of light vehicles like puma/flakHT which see little use and increase their MP cost.
Slight adjustments to ober cost and falls survivability/reinforce.
Allow caches.




7 Nov 2015, 22:00 PM
#28
avatar of Jadame!

Posts: 1122

Lol if Relic take anything from there seriously OKW would be ruined forever.

Stop this nonsense.
7 Nov 2015, 22:04 PM
#29
avatar of BeefSurge

Posts: 1891

I really like Carlos's teching idea.

@US3K that's kind of cool, but also really hard to implement.

@Jadame!, then contribute. It's been established that with current nonsensical OKW design, they will always be OP or UP, and always boring with a focus on blobbing infantry. Lay your ideas down.

7 Nov 2015, 22:04 PM
#30
avatar of austerlitz

Posts: 1705

Lol if Relic take anything from there seriously OKW would be ruined forever.

Stop this nonsense.


Its already ruined forever.Though i would like to hear your suggestions.
7 Nov 2015, 22:05 PM
#31
avatar of Porygon

Posts: 2773

Commander: Operation Grief (can only be chosen by one player in the Axis team for obvious reason)

CP0: Speak in perfect English: 280MP
Call in Volksgrenadier disguised as American GI, with captured USF uniform and M1 Garand, would not be auto-engaged by the enemy

CP3: Stealing resources, toggle ability
Losing the ability of capturing territory, the disguised Volksgrenadier able to steal 30% of resources at the enemy sector

CP5: Sabotage supply line: 100 munition
Sabotage the enemy supply line behind the enemy line, last for one minute
- Allies production time increased by 60%
- Allies resource income decreased by 40%

CP10: Fallschirmjäger with Me262 support: 260 Munition
Airdropping a squad of Fallschirmjäger behind the enemy line, two advanced Jet fighters Me262 will regain air superiority and provide close air support

CP10: Disguised M10: 470MP 170Fuel
Call in the Panther disguised as US M10 tank destroyer, would not be auto-engaged by the enemy
7 Nov 2015, 22:06 PM
#32
avatar of KyleAkira

Posts: 410

I would start with resource penalty as it is right now, Building medic would give normal Muni income, and building mechanized hq would restore to normal Fuel income, flak HQ should have the option to build KT (only if the other 2 HQ are placed) this will made OKW more fair and in case they loose a truck , they loose income so they have to choice between having a truck at the base (safer for resources but worst for map domination) or risking the HQ in the frontline to take advantage but risking income if they loose a truck.
7 Nov 2015, 22:07 PM
#33
avatar of BeefSurge

Posts: 1891

^sabotage would be cool for timing attacks. Hide tech, go flak Halftrack, sabotage, and drive into his base. Lol

For real though constructive OKW redesign belongs here.

7 Nov 2015, 22:15 PM
#34
avatar of Jadame!

Posts: 1122



Its already ruined forever.Though i would like to hear your suggestions.


Not as much as people here (or majority of them) want to.

As for changes, i would be very conservative. HUGE buffs to vet, some units adjustments, possible upkeep increase to make blobbing not so attractive and fuel costs changes for some vehicles there and there.

Maybe 5th man for their elite infantry as one of vet bonuses, which would eliminate OKW weakness to lose vetted units in one shot to RNG BS and also increase bleed to further prevent blobbing.
7 Nov 2015, 22:35 PM
#35
avatar of slother

Posts: 145

Just some crazy idea:

- Move Obersoldaten to Mechanized Regiment HQ
- Lock MG34 upgrade in Schwerer Panzer Headquarters

They would be like more elite version of grens vulnerable to light vehicles (no faust), high cost/bleed/popcap would prevent them from spamming. This way we might see them earlier, they would have more time to vet, made Mechanized Regiment more interesting and with MG34 upgrade (unlocked by Schwerer Panzer) they would scale better for late games.

It's only idea probably needs some tweaking aswell :)
7 Nov 2015, 22:38 PM
#36
avatar of BeefSurge

Posts: 1891

I like it in principle but they would seldom be built imo. What if you swapped Walking Stuka and Obers, with Obers being price buffed/performance nerfed?

7 Nov 2015, 22:53 PM
#37
avatar of Kurobane

Posts: 637

I did an OKW rework in a mod sometime ago. Need to fix it with the most recent patch.
7 Nov 2015, 23:24 PM
#38
avatar of US3K
Patrion 15

Posts: 104

Commander: Operation Grief (can only be chosen by one player in the Axis team for obvious reason)

CP0: Speak in perfect English: 280MP
Call in Volksgrenadier disguised as American GI, with captured USF uniform and M1 Garand, would not be auto-engaged by the enemy

CP3: Stealing resources, toggle ability
Losing the ability of capturing territory, the disguised Volksgrenadier able to steal 30% of resources at the enemy sector

CP5: Sabotage supply line: 100 munition
Sabotage the enemy supply line behind the enemy line, last for one minute
- Allies production time increased by 60%
- Allies resource income decreased by 40%

CP10: Fallschirmjäger with Me262 support: 260 Munition
Airdropping a squad of Fallschirmjäger behind the enemy line, two advanced Jet fighters Me262 will regain air superiority and provide close air support

CP10: Disguised M10: 470MP 170Fuel
Call in the Panther disguised as US M10 tank destroyer, would not be auto-engaged by the enemy


That actually sounds really fun. Maybe have the disguised volks not appear on the minimap?
8 Nov 2015, 00:12 AM
#39
avatar of Blackart

Posts: 344

Remove Panzerschreck.
8 Nov 2015, 00:17 AM
#40
avatar of EtherealDragon

Posts: 1844 | Subs: 1

I feel like a big problem with OKW is that Volks are kinda trashy and OKW's tendency to MP float just promotes Volk spam.

What if we changed Volks to have an individual squad "Bolster Squad" type update that costs MP and would upgrade Volks combat effectiveness in some manner (6th squad member, better AI, whatever doesn't break balance).

This could be locked behind 1 truck being placed and/or prevents shrek upgrade if needed. This would help makes Volks better while addressing Volks spam.

I like the idea of upgrading Volks into a ghetto MG34 too as an alternative to swapping Kubel. What if it was a Muni cost and maybe had a smaller weapon arc (maybe make them function closer to a maxim to promote the whole "aggressive faction" flavor?)

PS Let's please avoid posts that just say "These ideas suck" at the very least offer your opinion on why they wouldn't work or offer your own ideas.
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