Thoughts on the M-42?
![avatar of Klement Pikhtura](/images/avatars/Pioneer.png?updated=1428069583)
Posts: 772
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
I can guarantee to you, right now, that no matter how hard you try, you wont reach more than maybe ONE vet 3 M-42 in 10 or so games
If M-42 has trouble veting up than there hardly any reason for buffing the vet 3 bonuses.
And there are other modes than 4vs4.
these can fire constantly and you'll only reach vet 2 semi consistently, and one of the almost GUARANTEED stukas, LEFHs, or panzerwerfers will nuke it once it DOES get vet
Guess some people can't miss the opportunity to rant about how much greener the grass is on the other side. Even so if it is an issue that is not a M-42 issue but it applies to most ATG/Support weapons both allies and Axis.
The issues with HE mode is that it simply should not be there since an ATG should not be able autofire HE rounds.
![avatar of donofsandiego](/uploads/avatar/106200.png?updated=1706844264)
Posts: 1387
...If M-42 has trouble vetting up then [what is the point of] buffing the vet 3 bonuses...
Yeah. If the M-42 has any chance of reaching vet 3, it's in 1v1s or 2s. So this hypothetical alteration to vet doesn't even help it where it would actually need it.
![avatar of EtherealDragon](/images/avatars/april14_05.png?updated=1398148391)
Posts: 1890 | Subs: 1
I don't even bother with Canister rounds after they were neutered. I don't find it super useful against LVs since the low damage means you can almost never get a kill unless the other player messes up - it's more of a "oh crap I'm getting killed by LV pressure and need an emergency call-in" unit. Otherwise just stalling for a ZIS or Guards is probably better more often than not.
![avatar of Klement Pikhtura](/images/avatars/Pioneer.png?updated=1428069583)
Posts: 772
Yeah. If the M-42 has any chance of reaching vet 3, it's in 1v1s or 2s. So this hypothetical alteration to vet doesn't even help it where it would actually need it.
it is a pure 1v1 unit with a lot of tradeoffs + the Zis is still amazing. There is almost no reason to build this in 2s even if you start with t1. Just build T2 to get one of the best AT units in the game.
![avatar of donofsandiego](/uploads/avatar/106200.png?updated=1706844264)
Posts: 1387
waste of MP. Probably the worst dedicated AT unit in the game.
it is a pure 1v1 unit with a lot of tradeoffs
duality of man
but fair enough
![avatar of Katukov](/images/avatars/is2.png?updated=1395697077)
Posts: 786 | Subs: 1
duality of man
but fair enough
the tradeoffs: you can put it in a bush, your enemies will waste popcap if they capture it, it reveals tanks if it penetrates them every Christmas or so
![avatar of Klement Pikhtura](/images/avatars/Pioneer.png?updated=1428069583)
Posts: 772
duality of man
but fair enough
Well if you disagree you could name any AT unit that is more useless then this.
Extremely limited timing, low kill potential and zis gun still exist are several reasons why it is not good.
Even in 1s this unit is probably viable in the hands of few extremely skilled players.
This unit does not worth neither spent MP nor invested micro, and micro, imo, is very under appeciated resource that people tend to believe is unlimited, since it is not shown on the screen.p
![avatar of donofsandiego](/uploads/avatar/106200.png?updated=1706844264)
Posts: 1387
Well if you disagree...
Certainly not. I was just trying to be humorous.
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
Lower CP so the unit can be used earlier especially in large modes
Remove HE firing mode (which is a bad design) if there is a need for it replace it with a single ability shot
Decrease pop by 1
Increase damage to 100
Increase accuracy
![avatar of rumartinez89](/images/no_av.png)
Posts: 602
Possible changes could include some of the following:
Lower CP so the unit can be used earlier especially in large modes
Remove HE firing mode (which is a bad design) if there is a need for it replace it with a single ability shot
Decrease pop by 1
Increase damage to 100
Increase accuracy
Damage to 100 might actually be the ticket. Would make getting 2 worth it despite the cost.
![avatar of donofsandiego](/uploads/avatar/106200.png?updated=1706844264)
Posts: 1387
Remove HE firing mode (which is a bad design) if there is a need for it replace it with a single ability shot
If this were to be the case, then it would need to be buffed because a single HE shot is not worth a single damn as it is now. Too inaccurate and too weak to be worth any amount of munitions. Maybe if it was free (obviously with some kind of 30 second cooldown or something). Timed ability costing munitions makes more sense to me.
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
If this were to be the case, then it would need to be buffed because a single HE shot is not worth a single damn as it is now. Too inaccurate and too weak to be worth any amount of munitions. Maybe if it was free (obviously with some kind of 30 second cooldown or something). Timed ability costing munitions makes more sense to me.
If it a single shot it can have range up to 60.
Point here is that a firing mode with HE is a bad design and that is why it was nerfed to 35 range.
![avatar of Mr Carmine](/images/no_av.png)
Posts: 1289
![avatar of Vipper](/images/no_av.png)
Posts: 13496 | Subs: 1
Even if timed, autofire HE with 50-60 range can the cause issues that existed before. Main difference would be an mu cost.
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