After snares added to UKF and the tech changes to USF, I've been thinking about several changes to OKW to overhaul some aspects of the faction so that everyone (both OKW players and Allied players) will have a better experience, while leaving the faction power level roughly the same.
Aim of changes:
- less cheese;
- adress some underperforming units;
- spread OKW fighting power more evenly across early/mid/late game;
- replace cheesy mechanics with fair ones, but ultimately leave units/abilities as powerful as they are now as not to mess with faction balance;
- have minimal impact (no radical changes).
For easy reading I will present changes like patch notes.
Obviously all numbers like prices and stats are subject to change. Focus the discussion on the ideas themselves.
Like some other people here, I came here expecting a rant on how OKW is not winning the game from minute 1.
So firstly, I'd like to thank you for actually LOOKING for fair changes to OKW. Best of all, overlooking your personal Bias (if any).
To start: (In no particular order)
I was a bit unsure when I seen Obers come earlier, but it appears you've given it plenty of thought (not that i have a say in how things are patched).
I like the idea of obers coming earlier, and thats not something you hear everyday from a USF main.
Disabling the LMG until the tech HQ is setup is a solid idea, that way it sort of acts like the weapon racks for USF. I've personally never really had a particular issue with Obers, They come late, sure-but they come armed to the teeth. A solid unit. Annoying to play against, but not in a bad way.
About the ISGs.
From the amounts ive faced, Id say ISG performance is good as it is, They're highly accurate (almost laser guided), decent range, and a good Barrage cooldown. I think the accuracy vet 3 buff is kinda moot.
With Tigers, having the requisite of only 3 tech buildings, and not all HTs, it would definitely come on the field earlier, so the performance should reflect the speed in which it comes out on the field. whether
that should be a buff or nerf, is not up to me.
For the early game;
I think if valks were to be upped due to additional ober support, 280MP is probably a start. I say this because Rifles are 280MP, and usually have similar support. But again, im not in charge.
the the Raketens; I dont see a change is needed-they're a very sneaky and mobile unit, that will always do decent amounts of damage, even if it doesnt pen.
I totally agree with the command panther changes. Not much needs to be said.
In address to strumpios demo charges, I dont see much of a point. Very few units get non-doc demo charges, USF for example, Ass. Engines get demos, as do Paras (timed demos) but both are commander-specific. so maybe add them into fortifications doc or something similar? But i don't see why you'd want to destroy a building for Axis, Units like Valks, MGs and Grens are formidable when garrisoned, besides OKW already have fire nades, which are really good at denying those buildings for X amount of time.
For the OSTWIND.
I agree with most of what you said whole heartily. They need some love. but not too much, but certainly some.
However, they can actually contest Stuarts (heaviest armoured Light vehicle), Just not on the front armour. I've been outplayed by a few people who got behind and shredded me, even 222s can contest from the rear armour, Ive shamefully been done in like that. Plus, you've got the Valks snare, so that does indeed help.
Finally the IR Halftrack. quite possibly the bane in my existence.
I agree with the proposed rework.
Overall, I really like your suggestions. They're fair, and really trying to fit the meta. I never thought OKW needed a rework, but from reading this, I actually agree. there are some flaws that need to be corrected!