On topic: I don't really see why OKW should have to pay for medics. If they go for t1 first then they need all the help they can get to maintain map control, if they go for t2 first then having to pay 50+ fuel to backtech to a tier structure with units that are now largely useless isn't a good deal either.
Off topic: Having a select group of community members take over control of official patching is a bad idea, it's too prone to groupthink, bickering, and people trying to impose their personal ideas on a large group of people. That sort of thing is fine for an optional mod, but if it's official it really needs developer oversight to provide an unbiased perspective. What they really need is a small team of experienced devs (not the clowns they have now) who have been involved with the game for a while, working in conjunction with community members such as modders, top players etc. Maybe it could be financially viable to continue low-key but steady support, letting the community do much of the heavy lifting in terms of maps, gameplay/balance/bug-fix suggestions, and occasionally releasing a new DLC commander to keep things fresh, but then I don't work at Relic so I have no idea if that would work.
I agree having to pay 55F + 400MP for medics after P2 opening is brutal, but thats more a balance issue, and this is more like a bug, or oversight issues with Relic.
chryy picking examples this time again. Overall okw unit unlock is less expensive than their oponents and healing is ok as is. Why should they have faster heal than anyone?
Dont fortget 222 must be 230/20 now.
No the patchnotes said they would increase OKW healingrate with 60%, but they forgot to actually apply it.
Even if they apply it USF and Brit AoE healing will still be faster.
Also dont know why you bring 222 into this discussion
What?? is this true..
Sadly, yes.
another okw medic meltdown? We don't need to go through this again.
Patchnotes said they would increase OKW healrate with 60% but in reality they didnt apply it, you dont see the problem?