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Overpowered Maxim Video Evidence

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8 Nov 2013, 15:57 PM
#81
avatar of herr anfsim

Posts: 247

how can ppl cry about con getting up close to mg and trow molly and wipe yout them squad.. 1 they con wil prob retreat as wel that much damage it has taken and 2 you mg is a support unit!!! it is not ment to be a stand alone get of my lawn defence units its needs a unit around it so it can not be flanks by 2 or 3 cons!!! and if its alone then it sould be flanks by 2 units aleast grens can use rifel grandade form max distance and have a change to almost instant kil a mg unit wile con never have that option as easaly


The MG42 isnt a supportunit in the way mortars and AT-guns are. Its a defensive weapon meant to stop infantryassaults. It should need other units in the vincinity to prevent flanking, like in vCOH, but you are basicly arguing that its fair that a conscript squad should be able to take on an MG42 head on. If a purely defensive unit, primarily designed to stop infantry, cant beat an infantrysquad thats running directly into its field of fire, then its not all that usefull.

Again, they nailed this in vCOH.
8 Nov 2013, 15:59 PM
#82
avatar of jmarks2001

Posts: 187

jump backJump back to quoted post8 Nov 2013, 14:50 PMtuvok

I think that the rnade is a fair counter. It's not non-dodgeable but it won't wipe a full health Maxim, 2 or 3 are needed. No need to reduce its range while suppressed.
At the same time I wanna be rewarded when playing vs noobs as Sov if my opponent is dumb enough not to reposition his mg42 when I get in molotov range.


One rifle nade will regularly take a full-health maxim squad down to 4 or 3 men. And if you take a second one, it won't kill you, but you'll almost always get killed while packing up trying to retreat. So the end result is the same for the infantry counters to the HMGs...get naded or molly'd, and you better retreat if you value your MG.
8 Nov 2013, 16:01 PM
#83
avatar of herr anfsim

Posts: 247



It's been like that since vCOH, and the fact that it wasn't like that in the early stages of COH2 was a big problem.


Difference is that in vCOH you needed support primarily in order to prevent flanking. In COH2 you need it in order to prevent your MG from getting frontally overrun. WHat the HMG needed initially was a huge survivability nerf.

I would love the MG to return to its vCOH state.
8 Nov 2013, 16:10 PM
#84
avatar of GustavGans

Posts: 747



Yup, I hear you man. I was sick of that 2 so I started supporting my HMG with Grens. It works well, they tear apart those crawling Cons. You should try it :) You can also, pack up and reposition, while they are still crawling. Usually plenty of time to bring some reinforcements to help out.


Maybe also try not using them as first line unit. They work best when moving after Grens and backing them up


I don't know what your assumptions about my playstyle are based on, but they seem to be entirely wrong.

As of now it can´t fight on it´s own. If you always have to support it, you sacrifice a lot of mobility: Not enough that you didn´t build a Grenadier for that 240MP - no, you need another Grenadier to babysit your MG. And even then it´s performance is rather "meh".

I´m better off getting out two Grenadiers. In fact half of the games I don´t even get a MG42. One ammo cache and you can use Grens with LMGs.


There you have the reason for that dull grenspam...



9 Nov 2013, 11:55 AM
#85
avatar of BabaRoga

Posts: 829



The MG42 isnt a supportunit in the way mortars and AT-guns are. Its a defensive weapon meant to stop infantryassaults. It should need other units in the vincinity to prevent flanking, like in vCOH, but you are basicly arguing that its fair that a conscript squad should be able to take on an MG42 head on. If a purely defensive unit, primarily designed to stop infantry, cant beat an infantrysquad thats running directly into its field of fire, then its not all that usefull.

Again, they nailed this in vCOH.


Really? they nailed it, Did they now?

As far as I remember there were some not so widely used units, maybe thats why you are not familiar with them.
Like Paratroopers, Rangers, Commandos, KCH, Stormtroopers, etc. I think thats enough examples, tho there are more.

All those could ignore HMG's and do a lot more damage than Cons with Oorah and Molotov ever can hope to do so.
I remember million times being naded by suppressed rifles, and that was a squad wipe most of the time -_-

So please, spare us. Most of us played COH as well
9 Nov 2013, 12:01 PM
#86
avatar of BabaRoga

Posts: 829



I don't know what your assumptions about my playstyle are based on, but they seem to be entirely wrong.



They are based on what you said. Since I am pretty sure you are not a complete noob, that was sarcasm. Only a complete noob would experience and have trouble with things you described.

you cannot reposition MG42, leaving it on its own and getting squad wipes from Cons

Please
9 Nov 2013, 12:27 PM
#87
avatar of herr anfsim

Posts: 247



Really? they nailed it, Did they now?

As far as I remember there were some not so widely used units, maybe thats why you are not familiar with them.
Like Paratroopers, Rangers, Commandos, KCH, Stormtroopers, etc. I think thats enough examples, tho there are more.

All those could ignore HMG's and do a lot more damage than Cons with Oorah and Molotov ever can hope to do so.
I remember million times being naded by suppressed rifles, and that was a squad wipe most of the time -_-

So please, spare us. Most of us played COH as well


I agree, those units were a problem, and im glad to see them gone. The MG, on the other hand, was pretty much perfect.

So yes, they nailed the MG. The "supertroopers" not so much.
9 Nov 2013, 12:51 PM
#88
avatar of BabaRoga

Posts: 829



I agree, those units were a problem, and im glad to see them gone. The MG, on the other hand, was pretty much perfect.

So yes, they nailed the MG. The "supertroopers" not so much.


I see
9 Nov 2013, 14:31 PM
#89
avatar of GustavGans

Posts: 747


They are based on what you said. Since I am pretty sure you are not a complete noob, that was sarcasm. Only a complete noob would experience and have trouble with things you described.


No, a complete noob still builds MG42s ;)


you cannot reposition MG42, leaving it on its own and getting squad wipes from Cons

Please

Sorry, what exactly do you mean? I don't get it o_O


10 Nov 2013, 02:21 AM
#90
avatar of BabaRoga

Posts: 829



No, a complete noob still builds MG42s ;)

There are a lot of top players who still build and use MG42, quite effectively 2

Sorry, what exactly do you mean? I don't get it o_O




I mean it is ridiculous that you mention not being able to leave MG42 on its own without getting molotoved, you said something about having to babysit it with Grens.

Well, thats what its designed for. To support Grens and Grens to support MG42, they work very well if used that way. And you know that very well

Now if you said that MG42 is slightly UP and needs a tinny buff, I would agree with that. And most other players who don't have crush on single faction, probably. .

Instead you opted for a rant and ridiculous examples of what can happen to MG42 in the hands of complete no0b
10 Nov 2013, 11:26 AM
#91
avatar of WiFiDi
Honorary Member Badge

Posts: 3293



I mean it is ridiculous that you mention not being able to leave MG42 on its own without getting molotoved, you said something about having to babysit it with Grens.

Well, thats what its designed for. To support Grens and Grens to support MG42, they work very well if used that way. And you know that very well

Now if you said that MG42 is slightly UP and needs a tinny buff, I would agree with that. And most other players who don't have crush on single faction, probably. .

Instead you opted for a rant and ridiculous examples of what can happen to MG42 in the hands of complete no0b


+1 exactly my thoughts.
10 Nov 2013, 11:59 AM
#92
avatar of HS King

Posts: 331



Difference is that in vCOH you needed support primarily in order to prevent flanking. In COH2 you need it in order to prevent your MG from getting frontally overrun. WHat the HMG needed initially was a huge survivability nerf.

I would love the MG to return to its vCOH state.


You have great points in this thread and I couldn't agree more. I agree infantry in the arco of fire should be suppressed just like in vcoh, none of this cons running and molatov malarkey that is going on atm
10 Nov 2013, 12:13 PM
#93
avatar of Nullist

Posts: 2425

Permanently Banned
As far as I can tell, a Maxim can still setup and kill an already setup MG42,or alteast very nearly.

Ill see if I can find someone to test this with me to provide evidence.

Overall I dont think Mg42 are performing well enough in their defensive role.
10 Nov 2013, 12:22 PM
#94
avatar of Shell_yeah

Posts: 258

jump backJump back to quoted post10 Nov 2013, 12:13 PMNullist
As far as I can tell, a Maxim can still setup and kill an already setup MG42,or alteast very nearly.

Ill see if I can find someone to test this with me to provide evidence.


in 1 v 1 hmg that gets pinned first retreats or dies
10 Nov 2013, 13:13 PM
#95
avatar of GustavGans

Posts: 747



I mean it is ridiculous that you mention not being able to leave MG42 on its own without getting molotoved, you said something about having to babysit it with Grens.

Well, thats what its designed for. To support Grens and Grens to support MG42, they work very well if used that way. And you know that very well

Now if you said that MG42 is slightly UP and needs a tinny buff, I would agree with that. And most other players who don't have crush on single faction, probably. .

Instead you opted for a rant and ridiculous examples of what can happen to MG42 in the hands of complete no0b


Sorry mate I did not mean to upset you, there was just a little sarcasm from my end :).

And yes my rant might have been a little over the top.

I would gladly welcome a slight buff to the mg42 just for the sake of not having to fight grenspam in 75% of my games I play as soviets. As I stated before, I think it slightly underperforms.

Now that said, no hassle intended and I widely agree with your sight on the matter.

Peace :thumbsup:


10 Nov 2013, 13:13 PM
#96
avatar of GustavGans

Posts: 747

Edit: double post.
10 Nov 2013, 13:35 PM
#97
avatar of Turtle

Posts: 401

I suspect the MG42's current state is due to the devs waiting on larger overall fixes and code changes. It's a stopgap change meant to halt the progression of the largely stale and not fun MG42 dominating gameplay.

Any simple change made to boost an MG42's effectiveness at stopping a frontal charge would still always make it more effective at pinning anything else in its arc. They'd have to test out other more complex and situational changes

After such a buff Gren/LMG spam would actually be more of a problem since the MG42 would be even better at holding back troops.

It's a situation where you're going to have to trade effectiveness in one area for another.

Guess we'll need to wait for 2 more days to see what Relic decides to do.
10 Nov 2013, 15:42 PM
#98
avatar of Nullist

Posts: 2425

Permanently Banned
I dont think M42 needs to trade effectiveness.

It just need to be more effective in its primary role as a defensive unit that requires premptive setup, and which is punished hard for failing that.
10 Nov 2013, 16:01 PM
#99
avatar of Omega_Warrior

Posts: 2561

jump backJump back to quoted post10 Nov 2013, 12:13 PMNullist
As far as I can tell, a Maxim can still setup and kill an already setup MG42,or alteast very nearly.

Ill see if I can find someone to test this with me to provide evidence.

Overall I dont think Mg42 are performing well enough in their defensive role.

The only time a maxim can beat an mg42 is when the mg is already firing at something else first. Otherwise the mg42 should win due to its faster pinning.

An odd thing that I have noticed about the Maxim though is due to the way the model is, with the gun being a little ahead of the soldier firing rather then being part of the model like the mg42, it has a very slightly larger range. So there is a small area where a maxim can fire at an mg42 without the mg42 firing back since the maxim squad is still out of range. It would be hard as hell to exploit this though and only happened to me once by accident.
10 Nov 2013, 16:06 PM
#100
avatar of Nullist

Posts: 2425

Permanently Banned

The only time a maxim can beat an mg42 is when the mg is already firing at something else first. Otherwise the mg42 should win due to its faster pinning.


Care to log in right now and test that?
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