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To start I think the AT options for faction is to constrained to the Battle group HQ where it's the only sensible choice to go for. Mechanized feels to vulnerable especially if one wants to go to the Schwere Panzer HQ after it. The singular Panzershrecks on the Panzergrenadiers is not enough especially due to snares not being available in any baseline units unless again you get them from the BGHQ.
Now the AT gun being in the BGHQ is it's own potential issue that you can see play out in the vanilla USF faction where it's often to forcing hard decisions on the player when teching although you could possibly offset that if handled carefully.
So my suggestion would be to do 2 things to fix this issue.
1. Move the Magnetic Mine unlock to the base HQ building and allow it to give the Strumpioneers a longer range snare like a Panzerfaust.
This change would give the faction a more widespread access to snares which is otherwise extremely limited. The magentic mine is powerful but it's horrible range makes it not reliable to snare with.
2. Move the Panzerjager unit to the Schwere Panzer HQ
This would be a the solution that fixes the Mechanized Problem of not having any real AT once the game starts to move beyond light vehicles. Although the double panzershreck is not as good as an AT gun it would be something and if combined with the previous change would make the OKW a lot more capable in AT options without being forced to always go BGHQ.
Hey, i do appreciate your feedback.
Let me give you some answers and thoughts about your suggestions.
First, the OKW in my mod was intended to be harder to play compared to other factions (similiary to Panzer Elite in CoH1) Lack of infantry snares is trade-off for the much better quality of baseline infantry (SS-Panzergrenadiers) that alone give you an advantage in Infantry combat early on, similiary to the faction not having baseline sniper. Of course both of these things can be fixed by doctrine/commander choices that can give you cheaper infantry with panzerfausts (Freiwilligen) or the snipers (SS-Scharfschütze).
When it comes to Leichte Panzer Kompanie HQ (Mechanized HQ) feeling like it's not worth it, i can say this much: Overall the Leichte Panzer Kompanie HQ is intended to be an risk and zisk choice when picking up first as it allows you to gain advantage early on.
But i did thought about doing some changes, one of them being changing the requirements so it's required to have both Battlegroup and Mechanized HQ before being able to go for Schwere HQ but reduce the cost of the Mechanized HQ and potentionaly reduce MP cost of Luchs and Puma aswell.
About the suggestion themselves: Moving the Panzerknacker upgrade to main HQ is an potential fix and good idea, but i don't 100% agree with giving sturmpioneers panzerfausts or moving Panzerjägers to the Schwere HQ. Yet i will still think about all your suggestions and if they can possible be done, but overall i will be first looking into changing the order and costs of tech up for the OKW.
Thanks for your feedback and suggestions, again i do appreciate them a lot and i hope you can give me some more later on.
I understand the idea to make OKW hard to play but I do think at the moment their AT tools are to lackluster at the moment and it leaves the faction with a weakness that is to detrimental. In the opening phases of the game OKW has no tools that can prevent light vehicles from snowballing. This is most notable in the first 5-7 minutes of the game where you are pretty much forced to build the 221 in order to have something to stop the enemy from running circles around you with like a scout car or jeep. Which might be intentional and if that is the case then maybe it's fine if a couple other things are shifted around.
Right now mechanized suffers from it's only AT essentially being the Puma or the single shrecks found on Panzergrenadiers. I find the Panzergrenadiers as to lackluster since they are 400 manpower for a very light form of AT. Maybe a solution could be to improve that upgrade in someway? Some mods allow infantry to toggle their AT weapons which would help PzGrens by giving them a little bit more in terms of infantry fighting power until they need the Panzershreck.
Panzerjagers are essentially in the Schwere Panzer HQ already but they aren't accessible if one went to the Mehcnized HQ since they are placed in BGHQ. Honestly I think the main idea is just make it so Mechanized can make use of them since you already get the Pak 40 in BGHQ which makes the Panzerjagers somewhat redundant. If anything were to change I would say at least move the Panzerknacker to the HQ and move Panzerjager to the base Schwere Panzer HQ. Those changes would I think make mechanized much more reasonable while still leaving them what seems to be an intentional flaw of lacking snares.
Another topic I want to bring up related to OKW is a the Nachtjager squad. Right now they are a 4 man squad that comes with 2 IR STGs and 2 Kar 98s. The issue I have found is that they seem strangely inconsistent in their damage output. Sometimes they just melt squads at long ranges and other times they lose to a squad horrifically. I don't know what is causing this but I can only assume the IR STGs have high damage but somewhat modest accuracy. Meaning a handful of good dice rolls can lead them to them melting infantry. You would know the stats but just an observation from playing around with them. A possible solution if the my hypothesis is correct could be to give all models the IR STG and lower the damage output. So they deal more consistent damage overall.
On top of that the Werewolf unit also feels a bit on the weak side where it seems to be a infiltration unit with that passive stealth and numerous sneaky abilities but it's loadout is really weird and not very good. It has numerous bolt action rifles that I believe should be changed for SMGs. You pay quite a bit for them but they feel like they have very little combat use and I think a couple extra SMGs would help give them that extra oomph.
1. The Light Tank Production to create Stuart tanks is to expensive for what it offers. The Stuart is a good vehicle but it's not miles above the M8 Greyhound yet it requires 100 fuel compared to just 40. I believe that you could probably make the Stuart itself cost 50 fuel and lower the cost of the light tank production to like 20 fuel. This would make the Stuart 70 fuel to get out compared to the 40 fuel for the Greyhound. I think it would be much more reasonable as an option this way where you pay around 30 more fuel for a more durable light vehicle.
2. Support Riflemen feel weird in what they are exactly meant to offer. Their biggest contribution is the rifle grenades and the options to have stronger upgrades. However, by the time you can get them you already will have plenty of riflemen and/or doctrinal infantry to make up your infantry force. Their niche seems a bit unclear since they want to be in cover and at range yet their upgrades seem to push them towards closer ranges or AT work. Maybe I haven't found the right way to use them but I want to suggest maybe changing their upgrades to make them more range focused to compliment the riflemen squads who are more about close range.
An idea to accomplish this would be to do something like an M1919 and/or a M1903 Springfield sniper rifle as upgrades. It could help make them more potent as a long range support squad. The M1919 in particular I think works well because it actually has synergies with the Volley Fire ability due to the long bursts from the M1919.
I should also mention the bazooka upgrade feels a bit redundant due to the Bazooka team which is better suited to using them. I think it's something else that encourages maybe changes to their upgrade options.
3. This is a minor one but the Pop cap of the captain is pretty high compared to what it offers. At 6 pop cap it's only two less than a riflemen squad yet it's unable to provide any real combat abilities. The simplest change would just be to lower it's pop cap to something like 3 so it's easier to justify similar to the bast game where the Major only takes 3 pop cap. Or you could also consider buffing the unit to be much more capable in combat and make it worth that 6 pop cap. Seemingly the Captain is meant to help assaults with his smoke and On Me! ability. So you could potentially look to do something like make him a CQC squad with say 5-6 models sporting carbines and thompsons. This would let him be more proactive as an assault unit with his abilities. Either approach works I think but honestly I would prefer maybe making him better in combat rather than just keeping him as a utility unit but in the end it's up to what is desired with the Captain.
1. Hey. All i can say is that the structure of OKW will for now remain same, i intent to do some changes (primarly the ones i spoke about before). Don't forget the mod is still in alpha stage and lot of stuff isn't finished, there will still be lot of changes coming in future version, these may even include more reworks of existing factiond and i'll be sure to use as much of your ideas to do so.
2. Regarding the SS-Panzergrenadiers, don't forget they are the best mainline infantry at the moment and are even better than some doctrinal elite infantry units. Not only they get sturdier as their veterancy goes up, the 'Fur Das Fatherland' ability allows them to temporary ignore suppression which aswell gives them very good bonus when "tank hunting". SS-Panzergrenadiers have the panzerschreck as stopgap measure in the first place, allowing them to get quick and effective AT firepower, even effective late game when in numbers and/or with support of panzerjeagers. The singular panzerschreck aswell doesnt reduce the anti-infantry capability that much as you think and combined with 2x STG package will pretty much negate the fact they have one less bolt-action rifle while still increasing the damage output againts infantry.
So yeah, its worth to put 1 Panzerschreck on 380 manpower squad.
3. Now Nächtjägers, this unit has very unique role compared to all infantry squad. Not only they have flipped fire-ranges (they are more effective at max range and less effective at close range), they aswell are an support unit, not an actual infantry squad. They have camouflage, get huge bonus at damage dealt when firing out of camouflage, have the passive ability to detect camouflaged units at longer ranges and don't forget they have one of the most nastiest abilities "make them bleed", which allows you to deal damage, suppress and potentionaly force retreat on enemy infantry (as long as they are pinned). They are pretty much trade-off for OKW not having an mainline sniper. As long as you keep them sitting behind your infantry during fights, they can easily farm damage on enemy infantry or just let them sit somewhere and ambush enemy squads, of course similiary to sniper, they have to run away as soon as an infantry squad gets close to them, as their accuracy is non-existent at close/point-blank range as trade off for them being extremely effective at max range. Thats one of the reasons they get "phosphorous" smoke grenade... to be able to get away, while situationaly still being able to defeat the enemy infantry squad.
4. Werwolves were never intended to be an combat unit, thats why they have their '"random", mixed weaponry. Their purpose is to sneak around enemy lines, set up booby traps or demolition charges and occasionaly assault enemy strongpoint or position from behind be scorching it by incendiary stick grenade or blowing it up using satchel charge. The reason they get access to flammenwerfer upgrade with max veterancy is to spice up their use in late-game, improving their ability to "scorch out" enemy squads or team weapons and even with the mixed and limited weaponry, they can still defend themselves well enough and are one hard to kill squad.
1. You underestimate the potential of M5 Stuart it seems. Not only it is better in most if not all things compared to M8 Greyhound (better gun, better armor, still very fast) it has aswell to abilities that make it potentional threat even in late game, which cannot be said about M8 Greyhound. It can use its abilities to blind or cripple enemy vehicles, combined with few tanks or td's on your side, stuart can be an death sentence for enemy tanks.
I still plan on balancing the light armor production and similiar upgrades later as they were unchanghed since the earliest versions of the mod even after balance and structure of all factions drasticaly changed.
2. Support Riflemen are what they are... support, they dont need bolt-action rifles or m1919 as they are still intended to fight at around medium to long range where their garands combined with their rifle grenades and abilities still serve fine. They have access to M1 Carbines that drasticaly increase their firepower at short or 2x BAR package for more medium-long range support aht is pretty sufficient as it is, two of them put even light MG42 to shame when it comes to damage output and accuracy at max range, being much worth the cost. When it comes to the Bazookas, you might say they are redudant, but you forget there is limit of how much bazooka teams you can have, which means Support Riflemen having access to 2x Bazooka Packages adds 4 more bazookas to your army, and thats always worth it.
3. Yes, i can see that. At first, captain had very similiar role to Hauptmann or Leytnant, but it eventualy turned into pure utility unit. While the 'On me' ability may not be that good as other "morale improvement" abilities, it is still an unit that serves an important role in AEF's structure.
Still, i'll check on what can be done with the pop value for captain and similiar units.
Yeah in the end its your mod and the exact balance will be up to what you think is best. I can only offer my thoughts. I'm not saying PzGrens with Shrecks are outright useless but I found it very hard to rely on them as my AT until I get like a Panzer IV out since mechanized slows tech down drastically (A puma is good against light vehicles but if the enemy gets their medium first which happens a fair bit that is when I find things go very badly). Although them having the Panzershreck does lock them out of the MG42 which is pretty notable amount of damage so they are ending up weaker for getting the shreck. Now that isn't something I have issue with and instead as you said it's a stopgap for stronger AT elsewhere. And right now that strong AT is only in the BGHQ unless you can reach a Panzer IV or Jagdpanzer. It's a sticking point for mechanized that hurts a lot unless you backtech which is expensive.
For the Nachtjagers I think you missed my point. I've seen the natchjagers sometimes obliterate a squad at long range in just a couple bursts and other times they deal very little damage. I think it's a really cool support unit but has felt inconsistent in the damagr it deals out. I don't know why it's happening but it does make the squad feel like a dice roll which playing with and against has felt a bit frustrating. My suggestion was essentially to just try to make the damage at range not swing so hard.
If Werewolves are meant to be non combat then I think it's fine as is.
The Stuart isn't bad but needing 60 more fuel than the Greyhound is massive investment and it still will be bodied by medium tanks and can't deal with AT guns. I think it's just a tad overpriced.
Support Riflemen might be fine and I'm just not using them right. It just feels weird that their upgrades push them to not fight at longe range even though that seems to be their niche they are meant to fill.
1. The frag grenade upgrade feels very expensive when it's competing with the AT Grenade and also the fact that most infantry already have a molotov to throw against infantry. 200 Manpower and 40 Fuel for both upgrades is quite expensive in terms of the side techs. Vanilla actually had a similar problem with their conscripts choosing between AT Grenades and Molotovs. They solved this by combining the two together and giving it a slight discount. Maybe this could be the solution here? Another idea might just be lower the cost fuel wise so it's a bit less expensive to get them.
2. This is less of a balance issue and more so a thematic thing but I personally don't like the conscripts not all being armed. Seeing as the mod is placed in 1944 it's unrealisitc that the soviets were throwing unarmed men into combat (even in a 1941 mod this would be really suspect). It's low priority for sure but I would personally prefer to see like a small rework that gives everyone rifles from the start and maybe just gives a different upgrade like a Veteran officer to lead them or something.
Also so far I haven't found many if any real issues with Ostheer so far. They seem very well balanced at least in related to their core tools.
Hey, after finding some time to think about the changes, i did implement some of your ideas to some extent in recent update, including changes to OKW.
You are free to check it and give me some more of your thoughts.
The 223 moving to the BGHQ was actually a good idea also because it seemed redundant in the Mechanized HQ as you were often getting the Puma or Luchs (and likely had a 221 also).
I can't remember off the top of my head the tech costs and how exactly they have shifted but does feel like there is a much smoother transition between tiers. As long as further games don't reveal like problematic timings for some units like the first Panzer IV I think this was also a really good change.
Overall great set of changes that I think has made OKW much more diverse in how it plays which is great to see
Firestorm - The MP40 package for Panzergrenadiers to me feels like not worth it compared to the STGs. The close range damage might be a bit better but it still loses to dedicated CQC squads and the mid range damage lose makes them feel a lot worse. I think you fix this in many ways but some ideas are like adding more MP40s or maybe just letting it be upgraded alongside the STGs. Main thing is just letting them preform better at close range so they are worth it.
To add onto that the Werewolf unit I think could see it's cost decreased a small bit. It's combat ability is very low and the various abilities overlap with like the base rsoter officer or the flamethrower from strumpionere. As I use them more I feel like they are just to expensive when I can just get other units with more relevant abilities. I think you could like lower the cost to around 260 manpower and it would help. Maybe these could plant some cheap mines or have like a Panzerfaust? They just need something more or need to be cheaper imo
Salvage - Of all the doctrines this one feels the weakest to me. Thorough Salvage is niche, the flak halftrack is nice for BGHQ, the Gebrigs and G43s are nice but also available in other doctrines that imo have more worthwhile other tools, and the artillery strike is ok. It just feels like a mish mash of ok stuff but isn't amazing at anything specific.
I think thorough salvage should like give Panzergrenadiers the ability to do a basic repair on vehicles so they can help repair vehicles. Or maybe you could readd the ostwind into the Panzer HQ and then just make the Flak Halftrack buildable in the BGHQ (since that is the only place I think it makes sense to get).
Beyond those 2 I don't have any massive complaints with the other doctrines. Might be some fine tuning for a unit or ability but I can't play enough to really point those out specifically outside of the above mentioned.
When i finished OKW most commander abilities remained same or were just replaced so there were no obsolete ones, you will have to wait for the OKW doctrine/commander update that will give OKW the commander menu, this is where i will take some time to rework lot of the existing abilities and overall enchance the structure of most commanders.
for example the volksturm doctrine which has not only a dispatch ability of basically german equivalent of the conscripts squad from the soviets but unlike the soviets that only have a molotov, the volksturm squad gets both a grenade and a panzerfaust which for the same price and having a faster build time due to it being a dispatch ability just seems unfair. on the topic of volksturm they also get a very cheap tank hunter squad that can spawn behind enemy lines (this is fine but the issue is that they have a snare that doesnt start with a cooldown when they spawn meaning you can just spawn behind your enemys tank and kill it instantly, i didnt even need to worry about getting anti tank guns when using this doctrine) on top of this you get an officer squad that i dont know how managed to beat an 8 man penal squad with ppshs without losing a single model, the officers received accuracy is so low they missed more then they hit at close range.
felt like that doctrine needed to be addressed first because it was just way too good
i also wanted to mention that teching to battlephase 2 is a little too quick because of how cheap it is (40 fuel upgrade + 40 fuel panzer kompanie) its 120 fuel in total to get to a panzer IV while soviets need to spend 180 fuel before getting access to their T34s. its cheaper and faster to get and combined with the better equipped and hard to kill troops it makes it extremely difficult to fight because i dont know if its the allied rifles that are bad or the wehrmacht squads having low received accuracy but i noticed that its hard to kill or knock out a wehrmacht squad out of combat.
thats the most problematic balance issues that i noticed but i will keep playing and provide feed back :)
1.
... While i can see some points here, volksturm squads in my opinion feel quite balanced. While i dont remember how long exaclty the dispatch recharge is (it should be atleast 90s, if not i am gonna make it that next time i open the mod tools) i though feel it's justfied for the unit as it's a doctrinal unit, they are overrall worse version of base game ostruppen with the difference they get nades, structure repair and mp40s instead of MG42 but they should still lose 1v1 to conscripts unless the volks sit in cover.
2.
... yes i can see that, i already nerfed the Volkssturm Pzjeagers few times (they used to be cheaper), however the snare not having initial recharge is indeed my fault and gonna fix it (i think the soviet Razvedchiki Tank-Hunters aswell lack initial recharge on snares). When i made them i wanted them to be this "sneaky" at unit that can just spawn behind enemy lines and kill a tank (that was during the same time normal Pzjeagers had 0,8 base target size, high suppression resistance and got 1.8x pen and 1.6 accuracy base modifier to their weapons + vet bonus modifiers) not sure what i was thinking tbh. :D
3.
Well, assault officer squads are intended to be quite good like that as they are limited to one being deployed at a time and dont get any slot item upgrades, aswell shtrafniki are 240 mp unit and only get 2 PPShs with the upgrade so it not surprising their lost. However not sure about the received accuracy, i supsect it might be a "remnant" vet modifiers or similiar that i forgot to change, balance out... recently noticed same with Sturmgrenadiers who have an absurd received accuracy modifier or armor modifier on vet 3 tha i forgot about and makes the squad nearly unkillable, have to fix that later too so i'll check the artillery officer squad once i do so.
4.
While i am aware the battle phase + structure construction for wehr isnt neccesarily great, i did that long time ago so it less ideal for wehrmacht players to abuse the nearly zero cost construction of buildings to build several of those to spam tanks quicker in late game while keeping the overall fuel, mp cost of going from tier 1 to tier 4 same as for other faction. The battlephase 2 and 3 upgrades take much longer to complete to try and balance that out a bit, i should be able to make it better just by putting max cap on the base structures, but so far i didnt seen any balance issues regarding battlephase 2 so it wasnt priority to improve it.
Wehrmacht squads should't be any hard to hit or kill Volksgrens are inferior to most allied infantry and often get steamrolled by said allied infantry if there is not MG34 covering them, Grens and Pzgrens should have basic target size around 0.9 and 0.95 (which equals to 10% and 5% harder to hit), however US Rifles and Soviet strelki have 0.95 target size too. They do both get received accuracy modifier of around 0,8x on vet 2 so the baseline wehr infantry shouldt be too hard to hit/kill (not to mention Grens and Pzgrens are quite expensive)
Once i finally get to making veterancy descriptions for all units (where i plan to put the exact modifier numbers etc.) it should be much easier to balance out, but right now i dont feel like spending half a day typing in descriptions for all the units :D (not after i spend over two months relentlesly working on the british faction not so long ago)