Thread: OKW 22118 Dec 2018, 16:38 PM
So is raketen, unlike what katilol propaganda says
Getting a Rak a bit early still allows you to keep up aggression with your proper infantry and cap with the rak as it can retreat to safety if attacked and if the enemy pulls a squad to stop your AT GUN from capping then that's a squad that isn't in the infantry fight. If you happen to run into a cache you are golden. It's plenty viable getting it a bit early. At nade tech takes mp away FR the front and fuel from teching AND requires another, full priced squad to do anything. An unattractive squad at that |
Thread: OKW 22118 Dec 2018, 16:31 PM
I think King Tiger should start as T0 unit. Perhaps even buff it.
Have it one shot the enemy HQ. That's not overpowered, see how it feels?
Edit: Give it SturmTiger ammo, but with 1 sec reload. Have it shoot down planes with it's 380mm ammo.
Edit: Have it shoot down mortar rounds, too.
What kinda shitty low effort attempt at a troll is this? |
Thread: OKW 22118 Dec 2018, 14:25 PM
Obviously, what a better way to use an at gun than cap points ? 
Eager to give away the at gun position to the enemy, open a window for him to damage my NO GREEN COVER shield atg and eventually having to replace 25mp models while he can rush any flame clown car OR hit retreat and still lose control over it as the enemy can rush any clown car.
At least i disrupted enemy VP for like...1 minute ?
What a load of steaming pile of crap.
In GCS2 raketen isn't even 5th unit in BO and you are REEEEEing about "muh T0 gun".
No AT gun will ever be an optimal choice EVER that soon in the match.
Even US atg, which has the highest dps in game and is the best against light vehicles, that has 60 range, full accuracy and higher rof, is a regrettable choice after 30 fuel...and you keep reeeing about Tier 0 atg being a viable ultra early vehicles counter.
Meanwhile at snares for ruskie "damage early game" so as OKW must and "can" counter early game vehicles with shitketen at nade for cons is "not a viable option"
Gimme a break.
25 fuel and 125mp IS a settback if got too soon. The fact that you need to pay for extra on one of the worst units in the game to have what all other factions get for free hurts ones soul. |
I too get infuriated when my 260/280mp low tech unit can't single-handedly defeat 3 squads of 340mp 80 muni units that come out of T4 at the 12+ min mark.
Balance is truly fked, thanks Relic.
OK but what about a single 250mp unit? Because a volks can frontally fuck any allied MG alone, no need for 3x elite infantry. |
Thread: OKW 22118 Dec 2018, 13:28 PM
Apples to oranges.
1) M5 has very clear role both pre and post upgrade.
2) M5s upgrade is an upgrade to base unit, not 2nd half of that base unit in both, cost and performance.
Was it up to me, it would be like that, modders felt there should be something else/new to volkspam opening, so we got 221. We never got official rationale that I'm aware off(could've missed it in tremendously long idea or feedback thread), but I don't see any other logical reason why they would do it like that.
And, well, there was always kubel for CEs, 221 performs better then kubel.
If the 221 is going to be in game it needs to be useful and no, dropping a med crate does not warrant being 20 fuel and behind a tech. The clown car is less expensive with less tech can garrison and beat the 221. That's not good balance. The unit exists, it needs a spot in the game. |
Thread: OKW 22118 Dec 2018, 00:08 AM
It pretty much doubles what you put it on.
Its not balanced to be used as 221.
Its balanced to be used as 223.
Being able to call 221 first just adds another early game option for rather stale OKW openings, but 221 is supposed to be upgraded to 223 as soon as you can and for that reason, its "underperformance" is completely irrelevant.
Then cut the crap and spawn it as a 223 with the appropriate cost, as they did with the 222. If it's supposed to be a cache and only a cache why bother with anything else?
I feel like the 221 only exists so there is FINALY something that CE can fend off. |
Thread: OKW 22117 Dec 2018, 04:34 AM
I think reduce its initial fuel cost by 10 but increase its upgrade fuel cost by 10 is a reasonable buff.
10 might be a bit much of a reductionas said above. That's 2 for 1 on the fuel front which puts someone like the usf at risk of being over run by them. I think it could be tested, but might be too cheap |
so what that they do more damage. Meybe they can kill more models than axis HMG but that doesn't metter if blob kills HMG
I don't disagree. You don't get an MG with the intent of killing models you get it to control infantry. I agree it's problematic. But that's what we have. |
Allied mgs are more damaging than suppressive (except the Maxim who does neither) generally they burst down a model which resets the Supression and requires aim time and what not (again, except the Maxim who doesn't burst models but also doesn't deal Supression) |
Thread: OKW 22116 Dec 2018, 20:36 PM
Yea I would hardly qualify the utility of the 221 as a selling point. You want the 221 as an armored sniper/light vehicle counter and then transition to a cache when better counters hit the field. If it's not to be used as a combat unit the price should be adjusted and it should spawn as a 223 (swing as the 222 was changed to spawn as the 222 because it was an auto upgrade) or its cost effeciency should be adjusted slightly. 20 fuel is too much given the relative performance of other lights at the time. |