Calm down boys this patch is nowhere near finished and OKW will see cost adjustments
Boy, can't wait for all the units to be 33% more expensive to balance them...
Thread: The new OKW design19 Nov 2015, 08:06 AM
Calm down boys this patch is nowhere near finished and OKW will see cost adjustments Boy, can't wait for all the units to be 33% more expensive to balance them... In: COH2 Gameplay |
Thread: Balance Preview Patchnotes19 Nov 2015, 08:01 AM
New version of the mod Reducing their fuel to 0 is probably too far in the other direction. Every other faction can make some sort of teching decision within the first minute or two of the game: Brits can get t2 or upgraded squad sizes, Americans get grenades, weapon racks or an ambulance, Soviets can get t1/t2 or molotovs/AT grenades, Ostheer can choose to either get t1 or save up for a quicker battlephase 1. There's currently strategies that incorporate such decisions: brits often get early squad sizes vs ostruppen builds, americans can get early grenades sometimes, soviets can stay T0 for a bit with molotovs or tech up early for other stuff and t2 rushes with ostheer are pretty popular now that MG's are t0. OKW can now do fuck all. They need to gather 45 fuel to make their first possible tech choice. This means that the only build order diversity you have is going to be manpower based. They don't even have anything to spend munitions on other than mines and sweepers (outside doctrinal stuff like flamers) until they buy a truck. This will make them incredibly stale and predictable in the first 3-4 minutes until they can field a truck. (And probably another 1-2 minutes before they can field much in the way of units) You're also not really solving their teching issues entirely: their panther is still significantly cheaper than the Ostheer one (45 fuel for supply halftracks at most, 170 fuel for base trucks at most, then 175 for the panther. Still cheaper than Ostheer who have to spend 130 for battle phases and then 75 for the structure and then 175 for their panther as well. And ostheer is going to build other tech structures along the way. The fuck you gonna do, increase panther cost to 200+ fuel? Ultimately, all this is accomplishing is fucking over any and all teching options OKW had and making them super OP. imo, scrap everything except maybe the veterancy changes. If you really want to rework OKW properly, put resource conversion on the HQ instead of limiting it to mechanized. (Disable it until they build their first truck, obviously) Maybe increase the effect of fuel conversion to 1 fuel per 3 muni rather than 1 fuel per 4 muni but that may be too good. No need to completely ruin the flavour of the faction. In: COH2 Balance |
Thread: Strats against the Kubel?19 Nov 2015, 07:16 AM
I must disagree with dullahan. Early grenades mean m20 will hit 1-2 minutes later and this is a lot because godd players also often go puma to counter your liehtenaunt play. The problem with the m20 rush imo is you're letting the OKW player decide your tech for you. I often build a kubelwagon as my first unit simply because I know it's going to get players do things like rush for scout cars. (Or even AT guns when that fails) You're trading away initiative and making yourself predictable. There's a lot of examples in this current meta where this applies where you can manipulate your opponents decision making by building specific units. I'm sure there's a relevant Sun Tzu quote for this. |
Thread: Brit Command Vehicle19 Nov 2015, 01:45 AM
it should probably have a cost. as vietnamabc mentioned though, the command vehicle is shit on any other vehicle because of the debufs. the fire rate is the biggest one since it makes the tank completely ineffective. I mean it's a trade off between "how durable do I want it to be". A bren carrier one shot by AT guns and 2 shot by most anything else. The buffs it provides alone are worth the cost. The recon plane is just icing on the cake. With how early you can get a bren command vehicle, it can get pretty nutso. In the later stages of the game, I don't mind putting it on a Centaur since I generally want one as an AA platform but it's not a front line combat unit later in the game. In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 23:28 PM
Want to play some 1v1's under the preview patch then? In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 22:44 PM
May actually be slower because the truck prevents you from building infantry, so you have to wait to build it until after you got your initial squads out rather than building the two at the same time. I'm too lazy to do a test though. In: COH2 Balance |
Thread: Balance Preview Patchnotes18 Nov 2015, 22:32 PM
This is a deliberately extreme scenario. It's an attempt to build a luchs as fast as is possible. In reality, I could get a luchs a minute later (still really fucking fast) and have a normal opening. The kubel also makes a great unit for harassing your cut off. or if I'm patient, I can get a Puma and counter all allied vehicle play. Don't believe me then add me on steam and we can play some games, ja? steamid: assassin2470 In: COH2 Balance |
Thread: Unofficial OKW Redesign Thread18 Nov 2015, 22:26 PM
I never thought Relic would be dumb enough to read the containment thread. OKW is batshit OP now while also being far less interesting to play. Their unique teching structure has been neutered, and killing a truck is a slap on the wrist now because they can call a new one in for cheap rather than having to wait. Now, OKW has no reason not to build trucks in forward positions for maximum benefit. They have the early game infantry power to defend it with even MORE cost effective sturmpios and OP volksgrenadiers. They get their PzIV even faster than Ostheer, even if you removed their starting fuel bonus. They can get a Puma around the time your opponent is thinking about a light vehicle, alongside panzerschrecks. So good job guys. Your ideas suck. If it ever makes it into automatch I'm done with the game. In: COH2 Gameplay |
Thread: First impressions about the future OKW rework18 Nov 2015, 22:17 PM
I hate it. OKW was my favourite faction, now they're bat shit OP and lost half of what made them fun to play. Once their tech timings are smoothed out, they'll be even more boring to play. In: OKW Strategies |
Thread: Balance Preview Patchnotes18 Nov 2015, 21:56 PM
Got a game open right now if anyone wants to play. In: COH2 Balance |
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