Login

russian armor

OKW opinion

For 1v1 games
Option Distribution Votes
33%
42%
5%
19%
For 2v2 games
Option Distribution Votes
47%
39%
4%
11%
For 3v3 games
Option Distribution Votes
60%
25%
0%
16%
For 4v4 games
Option Distribution Votes
60%
25%
0%
16%
Total votes: 228
Vote VOTE! Vote ABSTAIN
15 Dec 2015, 08:05 AM
#1
avatar of JohnnyB

Posts: 2396 | Subs: 1

So yeah, let's hear it.
Time to see what people realy think about OKW, in terms of balance. Here is the most simple poll.
So you think OKW currently is:
15 Dec 2015, 08:13 AM
#2
avatar of KyleAkira

Posts: 410

Tie all the resource income from 1v1 to 4v4 the same and the game will be fixed.

That's easy. Make the sum of all resources from 4v4 maps like the sum of all resources from 1v1 maps.

At least make a try. I am sure what it makes the game unbalanced is the speed in where we pass from early to late game.
15 Dec 2015, 09:02 AM
#3
avatar of Omega_Warrior

Posts: 2561

Tie all the resource income from 1v1 to 4v4 the same and the game will be fixed.

That's easy. Make the sum of all resources from 4v4 maps like the sum of all resources from 1v1 maps.

At least make a try. I am sure what it makes the game unbalanced is the speed in where we pass from early to late game.
Won't work because caches still exist. The one or two extra points are irrelevant when chaches can be giving a team +48 fuel per tic.
15 Dec 2015, 09:03 AM
#4
avatar of ZombiFrancis

Posts: 2742

While true, it'd be better than +48 per player.
15 Dec 2015, 09:18 AM
#5
avatar of JohnnyB

Posts: 2396 | Subs: 1

Tie all the resource income from 1v1 to 4v4 the same and the game will be fixed.

That's easy. Make the sum of all resources from 4v4 maps like the sum of all resources from 1v1 maps.

At least make a try. I am sure what it makes the game unbalanced is the speed in where we pass from early to late game.


True.
15 Dec 2015, 09:18 AM
#6
avatar of Iron Emperor

Posts: 1653

I play every game mode nad I voted for 1v1 and 2v2 for balanced and 3v3 and 4v4 OP. The snowball effect is just insane in 3v3+.
15 Dec 2015, 10:10 AM
#7
avatar of KyleAkira

Posts: 410

Won't work because caches still exist. The one or two extra points are irrelevant when chaches can be giving a team +48 fuel per tic.

That means around 16 caches. 3200 manpower (equivalent to 12 squads or 800 manpower per player). Try that on a balanced game on early-mid and your team will have a disadvantage of 12 squads. I agree that caches can work on late game with no effect in your manpower but that's late game. The real problem is the lack of early-midgame on big maps. If you decide to spam caches in 4v4 the enemy will have a huge advantage and will cap more territory and probably will destroy some of your caches.

I'd be nice to test that.
15 Dec 2015, 10:21 AM
#8
avatar of Maschinengewehr

Posts: 334

Or just complete Relic's in-game survey?
15 Dec 2015, 11:05 AM
#9
avatar of Omega_Warrior

Posts: 2561


That means around 16 caches. 3200 manpower (equivalent to 12 squads or 800 manpower per player). Try that on a balanced game on early-mid and your team will have a disadvantage of 12 squads. I agree that caches can work on late game with no effect in your manpower but that's late game. The real problem is the lack of early-midgame on big maps. If you decide to spam caches in 4v4 the enemy will have a huge advantage and will cap more territory and probably will destroy some of your caches.

I'd be nice to test that.
No I'm talking about just 4. Each cache gives +3 to each player. With 4 caches that's +12fuel across the entire team. If they have 4 caches, which isn't uncommon in 4v4, that's +48 fuel added into the game every few seconds. Of course the mode is going is going to be a clusterfuck when entire teams are getting 12 more fuel then they would in an average 1v1.

It's crazy that you can boost the resource rate of your entire team for what's essentially the cost of an engineer of one player. Changing the default points won't have any effect while the crazy cache meta is still happening.

It's especially bad for OKW who isn't even supposed to be able to boost their economy in the first place. That weakness is completely erased in teamgames.
15 Dec 2015, 11:16 AM
#10
avatar of SpaceHamster
Patrion 14

Posts: 474

2v2 OKW being close to balanaced is what I find funny about 3v3/4v4s.

The fuel caches change everything in those game modes, most of the time a team winning or losing in the late game depends on how many fuel points and fuel caches they can secure.

Guess which faction benefits the most right now from fuel caches and is the reason they are unable to build them?
15 Dec 2015, 20:34 PM
#11
avatar of pussyking
Donator 11

Posts: 551

Sturms and kubel kinda forces allies into early defensive = poor map control
15 Dec 2015, 20:45 PM
#12
avatar of nodickwilliams

Posts: 230

Permanently Banned
The core issues are balancing volks wielding panzershrecks while trying to keep them viable vs other infantry early on.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

490 users are online: 1 member and 489 guests
Katitof
7 posts in the last 24h
22 posts in the last week
137 posts in the last month
Registered members: 45023
Welcome our newest member, resilientmind
Most online: 2043 users on 29 Oct 2023, 01:04 AM