An intelligent CODGUY post. Marvelous.
Thank you.
Posts: 888
An intelligent CODGUY post. Marvelous.
Posts: 17
Posts: 783
You guys are joking - MG42 is the lynchpin that enables the use of grenadiers; weakening it even further undermines Wehrmacht too much. Compared to maxims, which under most circumstances can simply replace line infantry, mg42 is a joke.
Posts: 1289
You guys are joking - MG42 is the lynchpin that enables the use of grenadiers; weakening it even further undermines Wehrmacht too much. Compared to maxims, which under most circumstances can simply replace line infantry, mg42 is a joke.
Posts: 62
You guys are joking - MG42 is the lynchpin that enables the use of grenadiers; weakening it even further undermines Wehrmacht too much. Compared to maxims, which under most circumstances can simply replace line infantry, mg42 is a joke.
Posts: 1594
How? Wehrmacht has a lot of strong core units as is. The MG42 allows the ost player to lock down all the important regions of a map and maintain control, and there's little to counter that. It's kinda unfair
Posts: 17914 | Subs: 8
Any amount of smoke, or light vehicles, are enough to fight against MG42s early game. Every allied faction has access to one or both of these tools early on.
As are flanks, which can indeed be done against Ostheer MG42s, most 1v1 maps provide plenty of sight blockers and alternate routes to get around strong MG positions.
Posts: 1594
Following that logic, you can always beat rifles by simply suppressing them or sitting in green cover before they do.
HMG42 doesn't have it bad in ANY way, unless user doesn't know any better.
Posts: 888
Any amount of smoke, or light vehicles, are enough to fight against MG42s early game. Every allied faction has access to one or both of these tools early on.
As are flanks, which can indeed be done against Ostheer MG42s, most 1v1 maps provide plenty of sight blockers and alternate routes to get around strong MG positions.
Posts: 1614 | Subs: 3
This MG will instantly supress multiple units in just one burst and the recovery time is LOOOONG. When you smoke an MG your units will be pinned and by the time they recover the smoke will have cleared in time for them to get pinned again.
Posts: 195
You smoke before you move in, obviously.
Posts: 449
COH2 101.
MG42, like T70 and other key units feel dirty. Power should be distributed among units of a given timing. Right now, losing the MG42 to an easy flank or even being slightly too late to the right position results in a massive disadvantage because Grenadiers cannot keep up. The T70 for Soviets has a similar role: If it gets trapped into a Teller mine or a Panzerfasut + Pak40 combination attack, the Soviet side is in a difficult disadvantage.
This balance is massively better than COH2's past of gimmicks, but since we're getting another patch we might as well discuss what can be done even better.
Posts: 62
You smoke before you move in, obviously.
Posts: 1594
Oversimplifications for the sake of being a passive aggressive shitbrick aside, it isn't that easy when there's always another MG42 around the corner beyond your units POV
Anyone can flank and outmaneuver an MG. It's when the MG is being spammed that makes the game frustrating and less punishing for the MG42 spammer early game.
Posts: 783
Oversimplifications for the sake of being a passive aggressive shitbrick aside, it isn't that easy when there's always another MG42 around the corner beyond your units POV
Anyone can flank and outmaneuver an MG. It's when the MG is being spammed that makes the game frustrating and less punishing for the MG42 spammer early game.
Posts: 449
Well the original post implied that the smoke is only going to come after the advancing unit has already been fired on by the MG. Thats pretty clearly a tactical blunder. I dont think pointing that out by making it clear that you are supposed to smoke FIRST is passive aggressive.
Posts: 888
Also, you shouldn't really be advancing with a single squad. Even if the smoking squad is suppressed there should be a second squad available to go through the smoke.
Posts: 449
So you're supposed to automatically have three units to micro manage in order to counter some guy's single unit that he got to buy T0 right off the bat. Let's see, you are USF, and in order to counter and clear out a single 260 MP unit you need two rifle sqauds for 280 MP each plus your 240 MP mortar to smoke it. Oh and you're supposed to hope and pray there isn't a second MG or supporting units around to brush off your attack.
The excuses people make for the most OP unit in the game are hilarious.
The fact of the matter is the damn thing is too cheap, comes too early, supresses too fast, has too wide a firing arc, too long a range and destroys light vehicles all too well and it's setup time isn't THAT slow, it doesn't have a death loop and if you ask me it's crew seem to be significantly more durable than that of other MGs.
Posts: 888
Ignoring the parts about balance, I meant using one Rear Echelon and one Rifleman squad, or one Rifleman and one Officer squad. Or one mortar and one Rifleman squad. Two units.
Posts: 783
You still don't catch a break with that because you have to side tech for smoke.
102 | |||||
50 | |||||
137 | |||||
11 | |||||
9 | |||||
9 | |||||
4 | |||||
4 | |||||
1 | |||||
1 |