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Updates on BALANCE PREVIEW MOD

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24 Apr 2016, 22:00 PM
#241
avatar of __deleted__

Posts: 236

Rifles need to have their rifle smoke taken away otherwise the mortar just simply is a useless units since they can smoke to get by mgs and go for a packhowi which is way better. People won't build the mortar.....

Plus more rifles = better capping power.
24 Apr 2016, 22:32 PM
#242
avatar of Katitof

Posts: 17875 | Subs: 8

Rifles need to have their rifle smoke taken away otherwise the mortar just simply is a useless units since they can smoke to get by mgs and go for a packhowi which is way better. People won't build the mortar.....

Plus more rifles = better capping power.


Guess what, mortars doesn't cost fuel and doesn't slow down teching.

And with that kind of logic, lets take away wehr rifle nade, because they have mortars already. :snfBarton:
24 Apr 2016, 22:48 PM
#243
avatar of Diva1013

Posts: 64

I was thinking for okw, maybe they should add the panzer shrek combat package, to those 2 commanders that offer the scavenging ability.

just so that volks shrek option is always there, :snfPeter:
24 Apr 2016, 22:53 PM
#244
avatar of Dappy

Posts: 250

I have nearly 3000 hours in the game, with much of that played as OKW. Everybody knows that allied tanks arrive sooner than OKW tanks, and, that OKW cannot build fuel points. Everybody knows that the Faust has about half the range of the Shrek. Removing the shrek means the Volks now have to get much, much closer than before, and, also has to expend munitions every time it uses the Faust, which is problematic as well, since OKW cannot build munition points either. Everyone also agrees that the Rakwerfer is a lousy substitute for a PAK. What this new change means is: Any Brit who rushes to produce an early Centaur could very well win the game in the first few minutes. The Rakwerfer needs 5 or 6 shots to kill a Centaur, yet it will only get 2 shots away before it gets creamed. The Volks will never get close enough to launch a Faust since the Centaur will eat them alive.... they will likely never get close enough to the Centaur to even launch a Faust. The other OKW armor and/or armor killers will not yet have arrived. I have played hundreds of games as OKW, and the only thing I struggle with and absolutely fear is an early Centaur. But with a Rakwerfer + a few Shreks, it was a foe that I could deal with. Without a Shrek... the early Centaur becomes nearly impossible to kill. This is a game changer.
24 Apr 2016, 23:19 PM
#245
avatar of skemshead

Posts: 609

Dear relic.

If you could be so gracious as to find the time to review the current mechanic of the Elite troop's Stun grenade I am sure you will arrive at the same conclusion that the community has, in that it is fundamentally broken and detrimental to the enjoyment of the game.

If this mechanic is working as intended, perhaps an explanation could be issued so as to enlighten the multitudes of confused and frustrated allied players who have to endure this tedious aspect of the game.

Alternatively, an announcement regarding the date this issue will be rectified would be most appreciated.

Yours Sincerely.
Loyal fan and long time customer.

24 Apr 2016, 23:34 PM
#246
avatar of newvan

Posts: 354

Rifles need to have their rifle smoke taken away otherwise the mortar just simply is a useless units since they can smoke to get by mgs and go for a packhowi which is way better. People won't build the mortar.....

US mortar wont give you immediate access to smoke, its vet 1 ability - white phosphorus, however even than its useful against mg and garrisons, short range but accurate.
25 Apr 2016, 00:46 AM
#247
avatar of Mittens
Donator 11

Posts: 1276

I've tried the Competative mod from miragefla with OKW, but everything is way too expensive in the manpower department. Fuel is not that big of a problem. But the insane manpower requirements (100 mp for an upgrade) makes it hard to keep the OKW on the field. Fuelcost fine, mp cost I'd get rid of that one.




I mean I can see where they would have issues with MP but they are almost equal costs to allied investments. Maybe reduce the retreat point cost to compensate for medics so both at 100mp but I don't think its that big of an issue.
Volks already have a low upkeep (reinforcement costs) and the side tech for mech is cheaper than getting sturmpios and get replenished.

If anything OKW may need the rekten given a wider fire arc to compensate and possible give it the same range as other AT guns but needs to have its price changed respectively. Maybe giving them a unit similar to pgren shrek upgrades would work but then we run into the issue of having another OST.

Remember we don't want another OST faction with simply different units, we want a different play style that doesn't promote blobs and poor play. As such handheld at should be defensive as others have complained is require for OKW to be good and that is simply not the case. Combined arms should be a key to all factions.
25 Apr 2016, 02:56 AM
#248
avatar of ZombiFrancis

Posts: 2742

Every match I've played as OKW with competitive mod has found me struggling to stay on the field. There was never enough manpower for anything.

The StGs were more often than not a munitions trap since those munis were needed for fausts. But most of all, the absolute need for raketenwerfers put a major damper on field presence (i.e. manpower).

The one thing I thing should be reintroduced to OKW, especially with the proposed changes, is the resource conversion from their T2 truck.

Being once again able to forgo munitions for fuel or vice versa would give the player choice to adapt to a specific strategy their opponents could potentially counter. Considering infantry AT won't be such a once-and-done deal, it would be a much more meaningful decision.

The real limitation would then be manpower, which Competitive Edition certainly creates for OKW. But at the very least those few units OKW could produce could have a chance to have enough resources to utilize their abilities.

And I agree with the notion that the forward retreat point should be reduced to compensate for costs for medics, especially if they cost fuel, instead of munitions.
nee
25 Apr 2016, 04:45 AM
#249
avatar of nee

Posts: 1216

Reduce cost for medics and mechanics to like 75 MP per. Remember, you're not just taking away manpower, but queue slots and fuel.
25 Apr 2016, 05:56 AM
#250
avatar of KurtWilde
Donator 11

Posts: 440

jump backJump back to quoted post24 Apr 2016, 22:53 PMDappy
I have nearly 3000 hours in the game, with much of that played as OKW. Everybody knows that allied tanks arrive sooner than OKW tanks, and, that OKW cannot build fuel points. Everybody knows that the Faust has about half the range of the Shrek. Removing the shrek means the Volks now have to get much, much closer than before, and, also has to expend munitions every time it uses the Faust, which is problematic as well, since OKW cannot build munition points either. Everyone also agrees that the Rakwerfer is a lousy substitute for a PAK. What this new change means is: Any Brit who rushes to produce an early Centaur could very well win the game in the first few minutes. The Rakwerfer needs 5 or 6 shots to kill a Centaur, yet it will only get 2 shots away before it gets creamed. The Volks will never get close enough to launch a Faust since the Centaur will eat them alive.... they will likely never get close enough to the Centaur to even launch a Faust. The other OKW armor and/or armor killers will not yet have arrived. I have played hundreds of games as OKW, and the only thing I struggle with and absolutely fear is an early Centaur. But with a Rakwerfer + a few Shreks, it was a foe that I could deal with. Without a Shrek... the early Centaur becomes nearly impossible to kill. This is a game changer.


I agree. Maybe we can get rid of vet 5 in shreck squads, but removing them altogether is problematic
25 Apr 2016, 06:47 AM
#251
avatar of Iron Emperor

Posts: 1653

Every match I've played as OKW with competitive mod has found me struggling to stay on the field. There was never enough manpower for anything.

The StGs were more often than not a munitions trap since those munis were needed for fausts. But most of all, the absolute need for raketenwerfers put a major damper on field presence (i.e. manpower).

The one thing I thing should be reintroduced to OKW, especially with the proposed changes, is the resource conversion from their T2 truck.

Being once again able to forgo munitions for fuel or vice versa would give the player choice to adapt to a specific strategy their opponents could potentially counter. Considering infantry AT won't be such a once-and-done deal, it would be a much more meaningful decision.

The real limitation would then be manpower, which Competitive Edition certainly creates for OKW. But at the very least those few units OKW could produce could have a chance to have enough resources to utilize their abilities.

And I agree with the notion that the forward retreat point should be reduced to compensate for costs for medics, especially if they cost fuel, instead of munitions.


This is my exact feeling after playing it. MP is just killing any possibility. Also I got the feeling that you're almost getting pushed into tier 3 to get a puma, since the other factions have an insane amount of flexible light units, which are hard to get rid of without it.
25 Apr 2016, 06:48 AM
#252
avatar of Katitof

Posts: 17875 | Subs: 8

jump backJump back to quoted post25 Apr 2016, 04:45 AMnee
Reduce cost for medics and mechanics to like 75 MP per. Remember, you're not just taking away manpower, but queue slots and fuel.


That is EXACTLY how side tech works, welcome to allies since forever. :snfBarton:
25 Apr 2016, 07:00 AM
#253
avatar of Esxile

Posts: 3596 | Subs: 1



This is my exact feeling after playing it. MP is just killing any possibility. Also I got the feeling that you're almost getting pushed into tier 3 to get a puma, since the other factions have an insane amount of flexible light units, which are hard to get rid of without it.


Can you develop the part in bolt.
25 Apr 2016, 07:13 AM
#254
avatar of skemshead

Posts: 609

Every match I've played as OKW with competitive mod has found me struggling to stay on the field. There was never enough manpower for anything.
.


I don't play okw nor have I played the mod and my experience recently is limited to usf 1v1 vs opponents in the range of 350 - 650 most of the time.

My build is usually 4 rifles, captain,pak howie, stuart then either sherman, pershing, m10 or jackson depending on the game. I usually go bars, sometimes flamers but usually not nades.

My experience recently is okw do not have any trouble spamming units and maintaining field presence.

Last game my opponent build 5 volks, 5 sturms 3 panzerfuisillers, 2 rekketon, an isg, all 3 trucks and finally KT. I think I lost unit wise, 1 rifle and 2 flamer engineers that exploded ( that seems to happen a lot ).

Edit : before an idiot claims pop cap, I obviously killed a number of squads.

I could have played better and this is not a whine, rather me trying to make a point that okw seems to have ample mp in current patch and they should be able to handle upgrades manpower wise.

What amount of manpower, well that remains to be seen but I think any move to get okw towards combined arms or specialist units rather than an a-move horde is a good thing.

Edit : usf has similiar issues, although I think usf bleeds out before okw...
25 Apr 2016, 09:08 AM
#255
avatar of Iron Emperor

Posts: 1653

jump backJump back to quoted post25 Apr 2016, 07:00 AMEsxile


Can you develop the part in bolt.


Yea that's fine. With the phrase you're almost getting pushed into T3, I mean that with the costs as they are in the Miragefla mod you need to have atleast a Panther in the first 7 minutes, because you'll get rofl stomped. If you want to go for a medic HQ with medics (and later Forward Retreat) you've to pay a total amount of 800 mp.

If you go for a T3 you only have to pay 300 mp (and 100 if you want to get repairs). In the mod the raketten cost 300 mp (seems fairly priced for it's increased range). The difference is your Puma which can deal with the AEC, T-70 or whatever will come at your plate.

Concluding the difference in manpower requirement for a fully functional tech structure is a whopping 400 mp. Which is a Puma (320 mp and 70 fuel)and 4 infantry models for reinforcement. The fuel requirements for the extra functionality is not the problem for me, it's even fair against the other factions to have this cost.

25 Apr 2016, 09:14 AM
#256
avatar of Carlos Danger

Posts: 362

I'm still just looking at this from a perspective where, with the current patch, OKW is reasonably well balanced (except maybe in 4v4). Now most of the Allied are getting significant buffs and OKW is getting several really big nerfs. Seems pretty obvious to me that the result is going to be imbalance.

Just not understanding the logic here.
25 Apr 2016, 09:49 AM
#257
avatar of SlaYoU

Posts: 400

jump backJump back to quoted post25 Apr 2016, 06:48 AMKatitof


That is EXACTLY how side tech works, welcome to allies since forever. :snfBarton:


You sound like an angry kid that just seeks revenge. Guess what ? Current OKW winrate is not even dominating anything at high skill level, do you really think it should be nerfed from 3 angles ? Now the real question: do you want this game balanced ? Or just wish it was axis rape party ? In this case, have fun with 100% allies search time once patch hits.

Complete disaster is incoming. I bet the OKW winrate is going top drop MASSIVELY. As it has been said, the patch not only removes handheld AT from volks (which make the faction super vulnerable to light vehicles -i doubt current state Rak43, even with faust suppport will be enough-), but also rapes the faction economy (and field presence) with side techs.

One of these change might be OK, but both at the same time is overkill.
25 Apr 2016, 10:00 AM
#258
avatar of Ful4n0

Posts: 345


Sorry if we need to pick a doctrine if we want Off map arty



yeah, same as SU if want to field handle AT, or USF if want to field a "heavy" or USF if want to field rocket artillery and...


yeah, too bad you have to pick, doctrine if you want off map arty.....


Suggestion:

Remove USF rifleman smoke

Reason:

USF now has mortar with smoke rounds for tier 1


yeah, but don´t stop there, gonna remove all nades from ELITE inf as mainline infantery has them.
25 Apr 2016, 10:38 AM
#259
avatar of Esxile

Posts: 3596 | Subs: 1

jump backJump back to quoted post25 Apr 2016, 09:49 AMSlaYoU


You sound like an angry kid that just seeks revenge. Guess what ? Current OKW winrate is not even dominating anything at high skill level, do you really think it should be nerfed from 3 angles ? Now the real question: do you want this game balanced ? Or just wish it was axis rape party ? In this case, have fun with 100% allies search time once patch hits.

Complete disaster is incoming. I bet the OKW winrate is going top drop MASSIVELY. As it has been said, the patch not only removes handheld AT from volks (which make the faction super vulnerable to light vehicles -i doubt current state Rak43, even with faust suppport will be enough-), but also rapes the faction economy (and field presence) with side techs.

One of these change might be OK, but both at the same time is overkill.


OKW winrate is in bad shape mainly because the faction received a huge buff 6 months ago. OKW ELO is inflated till then. I´m always baffled when I play vs Ostheer and next vs OKW, the skill gap between players really high.
So it is normal today OKW receives the deserved adjustement to make the faction balanced. I´m not saying what is currently presented is the best idea, I have my own opinion on it, but at least it draws a path to be explored.

In a way, you are right in your conclusion, OKW winrate will drop till players get back to their real ELO position. People will have to adapt and do decision making in their BO - as the faction was aimed to be played before but broken due to the resource penalty not providing enough flexibility. Now they´ll have more flexibility and decision making to apply which is valuable for the game environment.
25 Apr 2016, 10:42 AM
#260
avatar of skemshead

Posts: 609

jump backJump back to quoted post25 Apr 2016, 09:49 AMSlaYoU


You sound like an angry kid that just seeks revenge. Guess what ? Current OKW winrate is not even dominating anything at high skill level, do you really think it should be nerfed from 3 angles ? Now the real question: do you want this game balanced ? Or just wish it was axis rape party ? In this case, have fun with 100% allies search time once patch hits.

Complete disaster is incoming. I bet the OKW winrate is going top drop MASSIVELY. As it has been said, the patch not only removes handheld AT from volks (which make the faction super vulnerable to light vehicles -i doubt current state Rak43, even with faust suppport will be enough-), but also rapes the faction economy (and field presence) with side techs.

One of these change might be OK, but both at the same time is overkill.


Ost seems to manage okey vs allies light vehicles early game and they are extremely muni dependant so why can't okw manage. Both axis factions have faust and mines, and okw has t0 at gun.

If sovs go clown car, a luchs will rape them. If usf go scout car luchs will rape them.
A stuart will be harder to handle but i think mines and faust will keep it under control. I cannot give opinion about brits.

I think smart players will be fine whereas those playeys that are okw only players or rely on handheld at regardless what faction the play will struggle. I do think there is real potential though for a simple mistake or one good flank to end okws game.

As to forward retreat point i tbink it is more a matter of delaying till later in game.
Okw players got used to having early frp because they had excess mp. Is it absolutely necessary. No. It used to be with old okw. But not anymore.
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