Just completed survey. It seems like Schrecks could be moved from volks to sturmpios.
So here comes few questions:
1) whether or not sturms should have ability to take off schreck and use StG like with mine sweeper
2) Volks really should have some sort of AI upgrade, since without schrecks they are worthless in late game and even in mid game. |
They should remove vehicle abandonment this patch
I would rather make it more controllable.
For example, tank cant be abandoned if destroyed frontally, so it should always require to be attacked from the side armor + engine have to be destoyed and chance of being abandoned should be around 10%.
Heavy tanks and tanks like Panther\Comet\Churchill shouldn't be able to have abandon crit, as well as call-in tanks. |
Btw, as I already said, OKW should have restrictions on tanks.
i.m. mech HQ + Flak HQ unlocks PIV
med HQ + Flak HQ unlocks JP4
med+flak+mech unlocks Panther.
Make this and OKW would be perfectly fine with 100% income, there wont be any tank rushes and all tanks would arrive ~at the same time with other factions.
But i'm not sure how fast they could field tanks with 0 starting fuel.
Also, volk schrecks should cost 110 muni, really. Even with penalty OKW had no problem spamming them, and with penalty 90 muni was ~112 muni without penalty. So yeah, there is no reason to make schreck cheaper.
Also
Flame nade should be unlocked if you go for Mech.HQ
Regular nade if you go for Med.HQ
To prevent volks being effective vs everything right off the bat. |
So... they made the OKW vet, that was commonly referred to as "bad", even worse? Wasn't this one of the main complaints about the faction, that gaining vet doesn't feel as rewarding on their core units*? LeL.
EDIT: *) compared to other factions
At least their vet isn't meant to be advantage anymore and idiots wont say "hurr durr you have vet 5 thats why you have resource penalty". With 100% res income, personally I dont care about vet 5, now I can play as any other factions and I wont be in resource disadvantage hole.
Basically, vet 5 become "other cool but useless feature", and i'm fine with it, if OKW has 100% income. |
2) Volksgreandiers
Added regular grenade back
If the change go to live and volks would have both nades, then flamenade should be unlocked after Mech.HQ and regular nade after Med.HQ
3) OKW SHOULD have non doctrinal MG34 for god sake, since they have no suppression unit.
Move MG34 to Med.HQ and replace IGS with it
4) Move IGs to Mech.HQ to prevent going for Med+Flak HQ arty camping almost without any counter play because of Flak HQ.
5) Replace doc. MG34 with MG42 for 280 MP. MG42 is best MG in the game, so even for 280 MP it would be useful and its much more useful then MG34.
6) Make Tech linear, more or less. For excample
If you builder Med.HQ you would unlock JaghtPanzer in Flak HQ, so with T2+T4 you would have only Obersoldaten+JP4 in T4
T3+T4 will unlock Panzer 4.
T2+T3+T4 will unlock Panthers.
All this to prevent armor rushes.
7) Increase Panzer 2 cost to 80 fuel, since it really can be rushed badly.
8) Rework raketenwerwer to normal AT gun OR drop it cost dramatically (to ~250) or just give OKW normal PaK. This thing is a way too frague, even for the fact that it can be retreated.
What I really wanted to see:
After building med HQ volks could be upgraded with battle package for 90 muni. Includes x1 G43 and x2 MP44.
After building mech HQ volks could be upgraded with combat package for 110 muni. Includes x1 Panzerschreck
Its time to face it, IF you don't give OKW more options to use their volks, you never get rid off schreck blobs. |
Since OKW is the worst faction over all gamemodes except 4v4 and 3v3 (worst doesn't mean unplayable), I think they really should be redesigned. Here is mine Ideas how their redesign should look like:
1) Volksgrenadiers:
They are basically worst AI inf in the game with best AT weapon. Main problem lies in their AI perfomance. They are bad, just bad, forcing you to spam them, you have to blob like 3-4 volks squad + some elite inf, if you want to have at least some decent AI power.
Suggestion: Volks have worst accuracy and worst KaR98 weapon profile.
Increase cost of volks to 250
Match up their KaR98 profile to others Kar98 profiles, i.m. grenadiers one. Without changing their accuracy they still wont be best long range inf, but at least would punch you harder and wont let you freely come close to them and beat them no matter what.
2) Sturmpios:
Quite good early on but past 5 mins they are garbage. Because of enemy close range inf and AI in general. Since they are starting squad, they should be very powerfull early but also should scale into as a close range inf.
Suggestion : At vet 2 they should have additional +4 to their close range, since correctly they have 6 close range (any other close range inf have 10 range). Also their required vet should be lowered up, since its impossible to vet up them.
3) Kubelwagen:
Shitty unit to deal damage, good unit to suppress ... even too good if you ask me. Since with USF its sometimes hard to counter it, without rifle company and AT nades.
Suggestion: Remove suppression, buff its AI to ~MG42 lvl. So this unit would be more harassing early on and it would be perfect for flanking enemy MGs early on. Rather then rushing to fuel point and suppress everything.
Med HQ
Swap IGs with Flak HT, I'il explain why.
Mech HQ
1) Adding MG34 as a stock unit, doc MG34 replaced with MG42 for 290 MP.
Why: OKW already have problems with holding ground without Med HQ against brits\USF and even soviets. MG34 would allow players to hold the ground better and have better chanced against blobs. While IGs would allow to counter emplacements and all stuff like this.
Flak HT goes to T2 and replacing IGs to prevent Med+Flack HQ camping and constant reinforcing, while med HQ would still have unit to suppress and counter blobs.
2) Remove god damn resource transferring.
Why: this thing helping OKW .. to blob schrecks. MORE AND MORE schrecks. And even more schrecks. It gives you stupidly hight amount of Muni and low amount of fuel. Also it never ever allows you to have same or even close to same amount of Allies resources (even without caches).
Just remove this thing and allow OKW to build caches after they tech to Mech HQ. "OKW NOT ALLOWED" - typical Katitof saying.
1)Here is a thing, even with Fuel\muni caches OKW would never ever be able to have same amount of fuel\muni as allies. IF allies builed at least 1 caches it puts OKW even in deeper resource disadvantage without any counter play.
2)OKW already overflow with MP and there is no way to use it.
3)OKW in 2v2 game and in 3v3 game are just like rock on your neck if you are playing as Ost, since allies could spend 200 mp each and have 2 caches, while Ost must spend 400 MP for same 2 caches if he don't want to be in resource disadvantage.
4)In 1v1 1 fuel\muni cach could mean insane advantage for allies.
5) Resource advantage "just because" is bad for RTS in general
Flak HQ
1) Obersoldaten - there are two kinds of ppl, one says that they are UP and second one that they are "fine". I'm with first one, since they are UP compare to any other elite inf. With both MG34 and nerf and fact that you have to buy it makes them the worst cost\effective inf, not only because of their fire power, but even because of their abilities.
Suggestion:Drop cost to 360 MP so this unit became usefull not only with MG34 but with rifles too OR just let them come with MG34.
IN GENERAL
Fix god damn vet sistem. Looking at brits with their vet bonuses I wanna cry really. OKW have 5 vet lvls, while 90 of their units is impossible to vet up. Why for any other factions its more then possible ... I even say common, to have vet 3 units, while "hurr durr" elite OKW with 5 vet, cant even reach vet 3 with their units. This is a joke. I would rather see 3 vet system for them, then 5 vet system like that.
Suggestion: OKW vet should be reworked. Vet 5 should be "possibility to have vet 5 unit if you played 1 hour game". Vet 5 should requare 1.5 more exp then vet 3 for any other faction. So 5 vet will be their faction advantage, not only "cool feature which hardly useful in game". If this is too much then remove goddamn 5 vet system and give them normal 3 vet system. |
"wet up" Kappa
LeL xD Fixed ... but well it was true until brits arrived  |
Well, for example I had the game, where guy managed to get vet 5 Jaghttiger, and he was barely shooing anything but pre-nerfed churchills. I'm JT veted up rather fast, but as we all know churchill are inexpensive unit, only for 150 fuel, while for example E8 or even dude like IS-2 gives him much lower veterancy.
In case of inf, its pretty clear when inf has any sort of AT. ANY inf with AT capabilities (zook, schreck or any AT gun) would eat up veterancy like crazy. At the same time PTRS wont give you exp boost. This means that exp based on amount of damage AND cost of inf.
When it comes to tanks its quite strange. Again, Pershing is very-very-very easy to vet up. Its not harder then vetting up Sherman. Tiger at the same time is hard to vet up. They both have good AT and AI performance.
Or Comet and Panther, its significantly easier to vet up comet then panther, while comet cost you 15 fuel more.
Same with Cromwell and PIV, PIV is much harder to vet up then Cromwell, while they cost almost the same.
Or lets compare Rangers and Shocks, Rangers cost more, but vetting up much faster. Commandos vetting up much faster, while PGs or Obersts or Fallshims are much more harder to vet up and they take much more time to get vet 3 then Allied counter parts with rather the same cost. |
#Title.
Since I was playing mostly British and a little bit USF and I found that its much i.m. MUCH easy to vet up their tanks.
For example, I played few games using Pershing commander and I was able to vet up to vet 3 like every single game (except for the situations where I fucked up). Same with brits, I easily can get my comet\cromwell to vet 3, but at the same time its noticeably harder to vet up FireFly.
Same with Tommy Squads. Usually I found my self having vet 2 after first 2 fights.
I.m. I was mainly Axis player, by that I mean, I only played as Axis. And I was able to get Tiger to vet 3 really rarely, same with Panthers (I think I had like 3-4 times vet 5 panther in insanely long games). Never got vet 5 KT, even when it was OP. Never got vet 3 Elephant, rarely got vet 3 PIVs.
For soviets btw its hard to vet up as well with their tanks, even with guys like ISU and T34\85.
OKW is whole different story, because good half of their units would never ever past even vet 2 or 3.
Its not "Allies OP" thread. I'm just curious is it just me or its really easy to vet up allies? Correctly I think factions vet ups look like this: (first one with the fastest and last with the slowest)
1) British - in both inf and armor
2) USF - mostly in inf
3) Soviets - I put them here because of their survivability in general, they have quite same speed of vetting up with Ost, but because of larger squads and ability to resist RNG more, I placed soviets here
4) Ost
5) OKW - units live volks will eat vet, jaghtpanzer and PIV is quite easy to vet up as well, everything else is ridiculously hard. |
Ah yes, flamehetzer doing exactly same DPS as croc/kv-8 is underpowered, horribly. Clearly it needs to do more damage because its axis 
Except both crock and KV-8 have their AT gun besides flames. Even if its AT not great, its still AT and since Hetzer costs the same and don't have turret and don't have any AT and have same flame DPS, makes it worthless flame tank ever. |